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| Script Support Get support for modifying RunUO Scripts, or writing your own! |
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#1 (permalink) |
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Newbie
Join Date: May 2008
Age: 35
Posts: 30
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Hello all,
Been reading pretty reguarily ever since I first started up. Seems you all seem to have pretty good ideas. I do wish that they were all compatible with RC2 though. It's rather frustrating having to figure out how to make them all compatible. And also, rather than including the updated basecreature.cs, for example, just include a changes.txt discribing what changes to make. This makes it easier when adding multiple custom patches. I also notice that many of these posts are old (years and such) so i'm not sure if you've all just given up or are happy where you are. Anyway, After reading a while, came up with a few ideas. Prison system: someone left a post about wanting to make a jail break possible. I like it. it was followed by someone saying that the purpose for the jail is for harassing players...agreed. there's also a script for catching people for cursing (and such), this gave me the idea. Take the hidden valley in Felucca, quarantine it off (no mark, recall, or gate). Fence off the entrance. include the script (if you can get it working) for the slave labor camp. Convert the mage tower into a prison building. Basement is unaccessable except for GMs (this is for the harassment cases). The upstairs cage is for cursing players who stay there until their 'time out' is complete....a set time. Then the rest of the Valley is for the Criminal offending players to work off their 'debt to society' by mining. this would return their karma to zero (or better if they do more) at which point they're released. anyone sent to prison would have their gear and inventory placed in their bank box, they would be issued 'prison clothes' (orange clothes which can't be taken off until the sentance is completed and gives the wearer Criminal status). if a person is killed by the guards while they are marked 'criminal' they go directly to the prison colony to be rezed and issued the clothes. (if you follow). I'm only kept back by a few things here though. i can't get the slave camp script to work, i don't know how to make clothes give the wearer criminal status...nor how to make clothes something you can't take off. Advanced Seamanship: Wind direction and possibly water currents. Sailup and saildown to stop. make it more possible to sink your boat. take durability into account. Create 'davey jones locker' if one dies on water. combine the cellar deed with boats so you can have below deck (this is doable, but tedious). Vampire system: both npcs and player vampires. if killed by vamp, you teleport to vamp crypt, where you're re resurrected as vamp and remain so until you do a purifying quest. marked as a criminal. Player venders anywhere: can't quite figure this out...was thinking that i might make a new subtype for this. i just think it would be cool to be able to place venders at or in dungeons. tents: someone made a small tent scipt...which is awesome! however, i'd like to change this to make a subtype which can be placed anywhere (a tent is a temporary object) which would then have an increased decay rate. I think it would be nice to have a tent in town. Multicurrency system: when I get this done, i'll post it. I want to make trading something one can make a living doing. as such, create venders for each town who charge their own rates (yes I know, many more scripts). However, moonglow currency (for example) would have an exchange rate. ONE does not have to do a gold count of the system if you are always keeping track of how much gold goes to and in from players...and thus, make a new type which exchanges for gold. The more coins in the bank, the lower the exchange rate. If venders run out of coin, they can't buy and stuff from players. Could make an inflationary system too, which keeps track of how much coin has been issued and changes shop prices and exchange rate accordingly. Anyway, other than trying to get a few of these incompatible scripts working, those are my ideas. -Nathan- |
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#3 (permalink) | |||||
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Forum Expert
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Quote:
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Override the OnEquip() method for the clothing items and have it set the parent mobile's Criminal = true; Clothes not movable: Clothing item script; set Movable = false; Quote:
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-------- Your ideas are very nicely thought-out, good job, i will be looknig forward to seeing your progress!
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#4 (permalink) |
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Forum Master
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there is also a tent script (probably in the archives now) that has a tent that can be placed most anywhere (not in town or dungeons) and does not count against houie caps)
it uses a "rolled up tent" as the deed, and places a indivisable "marker" ball in the players pack, so they can only place 1 tent per character (so you do not end up with millions of tents all over the shard) with rc2 the storage chest with it does not work right, but looks cool lol, but can be modified to do different things the anvil & forge with it though do work only other bug with it (which can be overcomed with decent scripting) is that if player is deleted, tent stays out there
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#5 (permalink) |
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Newbie
Join Date: May 2008
Age: 35
Posts: 30
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i end up having so much time to think at work...and come up with ideas...yet am left with little time to make any of them work.
Advanced tailoring. this is taking advantage of the variety in UO. Silk, Wool, Cotton. Sheepskin, pigskin, deerskin, cowLeather, Aligatorhide, snakeskin, wyvernhide, dragonhide, silverserpenthide, arcticserpenthide. Some would give abilites, others would just add durability...or the more common ones would just...whatever. Like most other advanced systems, just basically a chance to permit more customization and more to actually do when making stuff. Commodity Venders (I'm going to be working on this right now) a commodity is a raw resource. logs, raw leather, raw foods, etc... Something a player normally has to gather. the processing is still there, but they don't have to waste their time chopping trees endlessly...and they can act as another gold funnel. They don't buy anything....well, i suppose that a CattleFarmer would have use for hay or wheat...but wouldn't have use for leather or raw steaks, because they have enough. They would be placed on farms and such so they look like actual farmers who are making a living doing what they like. Simple idea, a little more fun. IS there any way to put a cap on the inventory spawn of a vendor? Like, when you're buying stuff, if you wait, he respawns more, like double, what he started out with. is there any way to take that spawn away? Perhaps replace it with either a set value or a value derrived from the ratio of, say, mandrake root sold to him? I'm just trying to plug all the holes in this broken economy system. Like when a player is scribing IN the magic shop, eventually, there's an endless supply on ALL their needs to make money, and this just isn't realistic. If they go out and gather stuff (heck, even the commodity venders might not need a cap because of all the processing required) there's no reason why they can't make it rich, but to stay in one place and an hour later have 20k or better. -nathan- |
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#6 (permalink) | |
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Forum Expert
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Quote:
Code:
using System;
namespace Server.Items
{
public class VampireRobe : Robe
{
public override bool DisplayLootType
{
get{ return false; }
}
public static void Initialize()
{
Notoriety.Handler = new NotorietyHandler(Notoriety_HandleNotoriety);
}
private static int Notoriety_HandleNotoriety(Mobile from, Mobile target)
{
Item item = target.FindItemOnLayer( Layer.OuterTorso );
if ( target is PlayerMobile && item is VampireRobe )
return Notoriety.CanBeAttacked;
else
return NotorietyHandlers.MobileNotoriety(from, target);
}
[Constructable]
public VampireRobe()
{
LootType = LootType.Cursed;
Hue = 1109;
}
public new bool Scissor( Mobile from, Scissors scissors )
{
from.SendLocalizedMessage( 502440 ); // Scissors can not be used on that to produce anything.
return false;
}
public VampireRobe( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 1 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
if ( version < 1 && Hue == 0 )
Hue = 2301;
}
}
}
__________________
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