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  1. zerodowned

    Xanthos Shrink System errors

    Not sure why that's in there, but as long as it's set so you can't shrink something unless it's tamed, then that section of code isn't needed not sure why that's in there, but just edit it to whatever expansion you're using AddLabel( 205, 180, NewsGump.kDataColor, "Samurai Empire");
  2. zerodowned

    I have some questions and could use some explanations please

    Scripts/Items/Consumables/EodonPotions.cs I'm not sure why it isn't showing up in your search but seems like it might be fully indexed yet. Might want to try googling "windows 10 search for file not found" or whatever is relevant to your OS. If you have an HDD those always seemed to index...
  3. zerodowned

    Public Moongate PMentry text is too dark. Plz help

    You'll need to share your PublicMoongate if it looks different from mine but here's what I got making the edits below. It seems like you might have only edited the entries for each map, and are missing the edits to the green section which will reflect on the sub-entries for the map. If yours...
  4. zerodowned

    Public Moongate PMentry text is too dark. Plz help

    Here's the line of code in publicmoongate: AddHtmlLocalized(30, 35 + (i * 25), 150, 20, checkLists.Number, false, false); Here's the parameters for Html Localized: public void AddHtmlLocalized( int x, int y, int width, int height, int number, string args, int color, bool...
  5. zerodowned

    3x3 matrice

    Never had a chance to play on Iris but it looks amazing
  6. zerodowned

    3x3 matrice

    This kind of thing? https://www.youtube.com/live/gVgN5SU6BrA Freya is great but i don't think an isometric game with fixed point perspective is built for 4x4 unless you account for stretching of tiles ... Note: haven't watched the video but forming assumptions based on image searches
  7. zerodowned

    Issue with OnAdded Method

    Adding it to the OnMove method of PlayerMobile worked perfectly for this. If you still want it to reduce charges, that just takes an extra line or two of code. Let me know if you need anymore help with it
  8. zerodowned

    Issue with OnAdded Method

    This works for the OnMove method in PlayerMobile, note that if the character is Staff, the OnMove method is not triggered. I had to comment out a few lines that used some kind of custom method in your code int reqCharges = 1; /* if (src == null || src.Map == null || src.Location ==...
  9. zerodowned

    Used ChatAI to make a rat horde script, it is near perfect, but need help with it

    Tested and working Code is basic enough that it should work with any version of SevUO and seems like it should be compatible all the way back to C#/.Net 2.0 so that's pretty old RunUO using System; using Server; using Server.Mobiles; namespace Server.Mobiles { public class RatHorde ...
  10. zerodowned

    Used ChatAI to make a rat horde script, it is near perfect, but need help with it

    You need to move the for loop to a separate method Then call that method from the constructor with zero delay The code, as is, is trying to create the horde before the "parent" mobile is fully initialized (before it actually exists) And yes, remove the PackItem one too as @MrRiots mentioned...
  11. zerodowned

    Issue with OnAdded Method

    It happens to us all
  12. zerodowned

    Issue with OnAdded Method

    OnAdded only happens the moment something is equipped.
  13. zerodowned

    PlayerRangeSensitive=false

    Yeah, it's going to be pretty rough on the cpu because all of the AI and timers will run continuously. Might have better luck with just one map
  14. zerodowned

    PlayerRangeSensitive=false

    Yeah, adding it to BaseCreature should do the trick. It's a good idea so you stumble upon mobs fighting each other. Make sure your spawners aren't set to despawn if no players are around as well. That will mess up the feel
  15. zerodowned

    PlayerRangeSensitive=false

    My bad, just noticed you were asking in the XML Spawner board For that you want to click on the Props button then enable SmartSpawning as shown below. That will make it so it only spawns when a player is in range and despawn after a while if there are no players.
  16. zerodowned

    PlayerRangeSensitive=false

    I've had to set it on individual mobs IIRC https://github.com/aasr-admin/uoAvox-Server-Development/blob/fc7d066ba80eb9c8c6b0b81077845bc8ea66aaa7/Scripts/ActionAI/Caravan/Caravan.cs#L97 This specifically was tested by me a few years ago and confirmed to allow mobs AI to continue to function when...
  17. zerodowned

    Fall from high ground ''Ouch!''

    https://github.com/ServUO/ServUO/blob/c11047d380248e014a63c54648171cc2890423cf/Scripts/Mobiles/PlayerMobile.cs#L2306 This is on the server side, but it may also be hard coded into the client as well
  18. zerodowned

    How would one fix the use of $.

    @Voxpire is helping you but wanted to mention that it's super easy (but time consuming) to convert string interpolation $"<basefont size=5 color=#332b00>{signlabel}" would become String.Format("<basefont size=5 color=#332b00>{0}", signlabel) $"{fontStyle}{commonCommands.Name}" would become...
  19. zerodowned

    Hiw can i change spell cast radius?

    The post title and the body of your post are referring to two different things. Can you clarify what it is that you are wanting to change? Radius = area of effect ? Reduce length of a spell = delay in casting between spells? timers for effects?
  20. zerodowned

    Moving trap

    If it's functional, meaning it moves/retracts, then the command should work. Otherwise its a static part of the map. So you need to edit the map file and distribute your edited version for other ppl to see the change(s)

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