- Requirements
- You will have to make some playermobile edits.
Here is a release of flying carpets that I have fixed to work with servuo
credits as always goes to all that created this script
Here are the details:
- Zoom around on a magic carpet: up, down and all around.
- Set minimum and maximum altitude.
- Set whether flight drains mana (and how much).
- Set whether you can fly while invisible.
- Set whether you can fly while mounted.
- Set whether flying carpet has a "shadow" (a black-hued version drawn on ground to give visual indication of altitude)
- Roll it up and stick it in your backpack!
- Comes in many custom colors
PLAYERMOBILE EDIT!
// somewhere just after the following lines in PlayerMobile.cs:
//
//public class PlayerMobile : Mobile, IHonorTarget
//{
// add the following lines to the top of your PlayerMobile.cs file:
#region Flying Carpet
public Item m_CarpetItem;
public Timer m_Volotimer;
#endregion
// AND right after the lines:
public override bool Move( Direction d )
{
// add the following:
#region Flying Carpet
if (HasGump( typeof( FlyingCarpetgump ) ))
{
if ( m_Volotimer != null )
{
m_Volotimer.Stop();
m_Volotimer = null;
CloseGump( typeof( FlyingCarpetgump ) );
if(InRange(m_CarpetItem,0))
SendGump(new FlyingCarpetgump( m_CarpetItem, this, 0 ) );
}
}
#endregion
credits as always goes to all that created this script
Here are the details:
- Zoom around on a magic carpet: up, down and all around.
- Set minimum and maximum altitude.
- Set whether flight drains mana (and how much).
- Set whether you can fly while invisible.
- Set whether you can fly while mounted.
- Set whether flying carpet has a "shadow" (a black-hued version drawn on ground to give visual indication of altitude)
- Roll it up and stick it in your backpack!
- Comes in many custom colors
PLAYERMOBILE EDIT!
// somewhere just after the following lines in PlayerMobile.cs:
//
//public class PlayerMobile : Mobile, IHonorTarget
//{
// add the following lines to the top of your PlayerMobile.cs file:
#region Flying Carpet
public Item m_CarpetItem;
public Timer m_Volotimer;
#endregion
// AND right after the lines:
public override bool Move( Direction d )
{
// add the following:
#region Flying Carpet
if (HasGump( typeof( FlyingCarpetgump ) ))
{
if ( m_Volotimer != null )
{
m_Volotimer.Stop();
m_Volotimer = null;
CloseGump( typeof( FlyingCarpetgump ) );
if(InRange(m_CarpetItem,0))
SendGump(new FlyingCarpetgump( m_CarpetItem, this, 0 ) );
}
}
#endregion