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Script Support Get support for modifying RunUO Scripts, or writing your own!

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Old 07-17-2008, 10:53 PM   #1 (permalink)
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Join Date: Dec 2002
Posts: 12
Default Unequip Paralyzed == false ... Who?

I using RunUO 1.0 in T2A Mode.

Who can i do to a player canīt paralyzed unequip and canīt spell? Where i modify?

Sorry for my english
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Old 07-18-2008, 03:18 PM   #2 (permalink)
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Join Date: Dec 2002
Posts: 12
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I make this.

Quote:
else if ( CheckHSequence( m ) )
{
SpellHelper.Turn( Caster, m );

SpellHelper.CheckReflect( (int)this.Circle, Caster, ref m );

double duration;

if ( Core.AOS )
{
int secs = 2 + (GetDamageFixed( Caster ) / 100) - (GetResistFixed( m ) / 100);

if ( !m.Player )
secs *= 3;

if ( secs < 0 )
secs = 0;

duration = secs;
}
else
{
// Algorithm: ((20% of magery) + 7) seconds [- 50% if resisted]

duration = 7.0 + (Caster.Skills[SkillName.Magery].Value * 0.2);

if ( CheckResisted( m ) )
duration *= 0.75;
}

//Mudado
Item itemTwoHanded = m.FindItemOnLayer( Layer.TwoHanded );
Item itemOneHanded = m.FindItemOnLayer( Layer.OneHanded );
itemTwoHanded.Movable = false;
itemOneHanded.Movable = false;

m.Paralyze( TimeSpan.FromSeconds( duration ) );

m.PlaySound( 0x204 );
m.FixedEffect( 0x376A, 6, 1 );
}

FinishSequence();
}
What i do to in finish paralyze a player can move weapons again
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Old 07-18-2008, 03:56 PM   #3 (permalink)
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Join Date: Dec 2002
Posts: 12
Default

I winn... ehhehehehe

I place this in BaseWeapon.cs ...
I donīt know this function. now i know

//Mudado
public override bool OnDragLift( Mobile from )
{
if ( from.Paralyzed )
{
from.SendMessage(33, "Voce esta paralisado.");
return false;
}

return true;

}
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