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Old 03-17-2003, 09:59 AM   #1 (permalink)
 
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Default couple things

first it seems that innocent/criminal is based on body id rather than ts own flag, maybe it woudl be a good idea to create a status flag innocent/criminal/murderer

the bodytype defaults it, if its a human bodytype its defaulted to innocent, all other are defaulted to criminal, unles defined

it woudl make it alot easier to do "classes" and qould make monster towns alot more posable, w/o worry of players slaugtering entire towns just because there mosnters

and another thing is (maybe this is in there, if so let me know how) (remembered!!) passability to change the hue of monsters, so there nto always the default colors, making it possable for there to be different "classes" of monsters, and have them easily distinguishable
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Old 03-17-2003, 05:36 PM   #2 (permalink)
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Notoriety calculations are fully customizable. Scripts/Misc/Notoriety.cs
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Old 03-17-2003, 08:51 PM   #3 (permalink)
 
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i know about that setting namehue thing

but it only makes the name xxx color makes them look innocent or what not, but if there attacked the players still arent marked as criminals as they shoudl be, adn they dont highlight as bluck when you ahve th emosue over them they highlight as grey
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Old 03-17-2003, 09:46 PM   #4 (permalink)
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its messed up :?
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Old 03-17-2003, 10:02 PM   #5 (permalink)
 
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i tried but when i try to use anything related to PlayerMobile it says something about "you cant refrence a type through and expression".

?[/code]
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Old 03-17-2003, 10:22 PM   #6 (permalink)
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Notoriety calculations are fully customizable. Scripts/Misc/Notoriety.cs
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Old 03-17-2003, 10:24 PM   #7 (permalink)
 
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yes and when i tried it gave me the error.
how do you use PlayerMobile without getting error like what i posted before?
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Old 03-18-2003, 12:41 AM   #8 (permalink)
 
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allright oi read that entire scripot in theory it should work perfactly, so, how do i set noteriaty?
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Old 06-29-2003, 08:25 PM   #9 (permalink)
 
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so i know this is an old post but its very relavent because currently if you have a "good" npc like say a knight a paladin or even lord british for that matter.

an evil player cannot cast an area effect spell on them such as poison strike unless that npc is evil which incidentally is an interesting issue because for an npc "innocence" can be set w/ karma as in the area effects won't work on a good karma'd npc. but w/ pc's innocence is defined with notoriety.

anyway heres the scenario you have a knight script so that your evil players can attack some good equivelent of a brigand and lower there karma now if your players are necro's they can't poison strike the knight unless the are marked criminal so in order to beat up the bad arse knight the player must first go kill some puppies to mark himself criminal then go back and cast spells on the knight before the crim timer expires. as it is currently it makes it very hard for evil players to be able to lower there karma on a human body type. granted you can set the "knight" script to criminal=true and then do a timer to reset it when it turns false but that makes for an interesting thing a good creature that is a criminal.

it would be nice to see something to handle this in future releases to appease the evil human slaying pc's on our shards. surely on osi you can cast area effect spells on at least other players on the pk facets or at the very least beggers heh.
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