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Old 03-22-2003, 06:27 PM   #1 (permalink)
ucc
 
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Default Ants?

i have noticed sence the 1st beta i got witch was 12 there is no ants even now on beta 21 there are no ants because i just felt like spawning the ant caves today and all that i could spawn were beetles
so if anyone could work on this it would be realy nice

if u need the body values they are
787 for ant lion
783 for queen
782 for warrior
781 for worker
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Old 03-23-2003, 03:58 PM   #2 (permalink)
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guess none wants to script it
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Old 03-23-2003, 05:05 PM   #3 (permalink)
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Default

Quote:
Originally Posted by ucc
guess none wants to script it
Nope 8)
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Old 03-23-2003, 06:49 PM   #4 (permalink)
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They are in Beta 21
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Old 03-28-2003, 08:03 PM   #5 (permalink)
 
Join Date: Sep 2002
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Quote:
Originally Posted by DarkKonoko
They are in Beta 21
They are, i never saw them, i scripted them for beta 18, and have been adjusting them for each beta for my own shard, ill share them here.

RedSolenQueen.cs

[code:1]using System;
using Server;
using Server.Items;


namespace Server.Mobiles
{
[CorpseName( "a red solen queen corpse" )]
public class RedSolenQueen : BaseCreature
{
[Constructable]
public RedSolenQueen() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.8, 1.0 )
{
Body = 783;
Name = "a red solen queen";
BaseSoundID = 959;

SetStr( 439, 489 );
SetDex( 109, 109 );
SetInt( 375, 441 );
SetSkill( SkillName.Wrestling, 66, 67 );
SetSkill( SkillName.Tactics, 60, 67 );
SetSkill( SkillName.MagicResist, 93, 98 );
SetSkill( SkillName.Magery, 93, 99 );
SetSkill( SkillName.EvalInt, 15, 18 );
SetSkill( SkillName.Meditation, 18, 19 );

SetDamage( 11, 23 );

VirtualArmor = 50;
SetFameLevel( 5 );
SetKarmaLevel( 5 );

PackGem();

switch ( Utility.Random( 6 ))
{
case 0: PackItem( new AgilityPotion() ); break;
case 1: PackItem( new LesserCurePotion() ); break;
case 2: PackItem( new LesserHealPotion() ); break;
case 3: PackItem( new LesserPoisonPotion() ); break;
case 4: PackItem( new RefreshPotion() ); break;
case 5: PackItem( new StrengthPotion() ); break;
}

PackItem( new Arrow( 10 ));
PackItem( new Gold( 200, 250 ));
PackMagicItems( 1, 5 );
PackMagicItems( 1, 5 );
PackMagicItems( 1, 5 );
PackMagicItems( 1, 5 );


}


public override int TreasureMapLevel{ get{ return 4; } }

public RedSolenQueen( Serial serial ) : base( serial )
{
}

public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}

public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}[/code:1]

RedSolenWarrior.cs

[code:1]using System;
using System.Collections;
using Server.Items;
using Server.Targeting;


namespace Server.Mobiles
{
[CorpseName( "a red solen warrior corpse" )]
public class RedSolenWarrior : BaseCreature
{
[Constructable]
public RedSolenWarrior() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.6, 1.0 )
{
Body = 782;
Name = "a red solen warrior";
BaseSoundID = 959;

SetStr( 197, 294 );
SetDex( 117, 159 );
SetInt( 78, 134 );
SetSkill( SkillName.Wrestling, 10, 10 );
SetSkill( SkillName.Tactics, 75, 89 );
SetSkill( SkillName.MagicResist, 71, 82 );

SetDamage( 17, 23 );

VirtualArmor = 36;
SetFameLevel( 3 );
SetKarmaLevel( 3 );

PackGem();

switch ( Utility.Random( 6 ))
{
case 0: PackItem( new AgilityPotion() ); break;
case 1: PackItem( new LesserCurePotion() ); break;
case 2: PackItem( new LesserHealPotion() ); break;
case 3: PackItem( new LesserPoisonPotion() ); break;
case 4: PackItem( new RefreshPotion() ); break;
case 5: PackItem( new StrengthPotion() ); break;
}

PackItem( new Arrow( 10 ));
PackItem( new Gold( 50, 150 ));

}


public override int TreasureMapLevel{ get{ return 1; } }

public RedSolenWarrior( Serial serial ) : base( serial )
{
}

public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}

public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}[/code:1]

RedSolenWorker.cs

[code:1]using System;
using System.Collections;
using Server.Items;
using Server.Targeting;


namespace Server.Mobiles
{
[CorpseName( "a red solen worker corpse" )]
public class RedSolenWorker : BaseCreature
{
[Constructable]
public RedSolenWorker() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.5, 1.0 )
{
Body = 781;
Name = "a red solen worker";
BaseSoundID = 959;

SetStr( 97, 154 );
SetDex( 117, 159 );
SetInt( 78, 134 );
SetSkill( SkillName.Wrestling, 10, 10 );
SetSkill( SkillName.Tactics, 5, 29 );
SetSkill( SkillName.MagicResist, 21, 62 );

SetDamage( 11, 13 );

VirtualArmor = 26;
SetFameLevel( 3 );
SetKarmaLevel( 3 );

PackGem();

switch ( Utility.Random( 6 ))
{
case 0: PackItem( new AgilityPotion() ); break;
case 1: PackItem( new LesserCurePotion() ); break;
case 2: PackItem( new LesserHealPotion() ); break;
case 3: PackItem( new LesserPoisonPotion() ); break;
case 4: PackItem( new RefreshPotion() ); break;
case 5: PackItem( new StrengthPotion() ); break;
}

PackItem( new Arrow( 10 ));
PackItem( new Gold( 50, 150 ));


}


public override int TreasureMapLevel{ get{ return 1; } }

public RedSolenWorker( Serial serial ) : base( serial )
{
}

public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}

public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}[/code:1]

AntLion.cs

[code:1]using System;
using System.Collections;
using Server.Items;
using Server.Targeting;


namespace Server.Mobiles
{
[CorpseName( "an ant lion corpse" )]
public class AntLion : BaseCreature
{
[Constructable]
public AntLion() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 1.0, 2.0 )
{
Body = 787;
Name = "an ant lion";
BaseSoundID = 1006;

SetStr( 297, 324 );
SetDex( 117, 159 );
SetInt( 78, 134 );
SetSkill( SkillName.Wrestling, 10, 10 );
SetSkill( SkillName.Tactics, 75, 89 );
SetSkill( SkillName.MagicResist, 71, 82 );

SetDamage( 14, 18 );

VirtualArmor = 56;
SetFameLevel( 3 );
SetKarmaLevel( 3 );

PackGem();

switch ( Utility.Random( 6 ))
{
case 0: PackItem( new AgilityPotion() ); break;
case 1: PackItem( new LesserCurePotion() ); break;
case 2: PackItem( new LesserHealPotion() ); break;
case 3: PackItem( new LesserPoisonPotion() ); break;
case 4: PackItem( new RefreshPotion() ); break;
case 5: PackItem( new StrengthPotion() ); break;
}

PackItem( new Arrow( 10 ));
PackItem( new Gold( 150, 250 ));


}

public override int TreasureMapLevel{ get{ return 1; } }

public AntLion( Serial serial ) : base( serial )
{
}

public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}

public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}[/code:1]

Enjoy

Ariel
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