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  1. GriffonSpade

    Stat Scalars & Bonuses

    GriffonSpade updated Stat Scalars & Bonuses with a new update entry: Removed redundant NeverParagon virtual property, checks Read the rest of this update entry...
  2. GriffonSpade

    Stat Scalars & Bonuses - Removed redundant NeverParagon virtual property, checks

    vS1.04 - 11/16/2016 Removed NeverParagon, use native CanBeParagon Removed OnBeforeSpawn module, remove NeverParagon references Removed NeverParagon check in IsParagon (It aborts immediately before doing any Convert) vS1.03 - 11/03/2016 Added in-file information
  3. GriffonSpade

    IDamageable to Mobile

    Sounds like you could make a check before the Fixed Particles, ie: if (from is Mobile) { fixed particle stuff }
  4. GriffonSpade

    Brainstorm: Making OWLTR plug and play

    Ah, I can definitely see why. Looking through commit #1146 makes my head spin. Though clicking on the '117 changed files' button and comparing the lists of files changed by this patch and OWLTR might help.
  5. GriffonSpade

    Brainstorm: Making OWLTR plug and play

    Is a 'clean' version of a publish not branched off from current development version to keep content for a given publish regularized?
  6. GriffonSpade

    basecreature.cs IsEnemy

    Alright, this version works a little differently. It maintains the redundant honor/ethereal voyage checks since they may be required for non-BaseAI uses, but moves the ethereal voyage check ABOVE the attack all players check. Also maintained in the BaseAI check. Added the positive faction...
  7. GriffonSpade

    How can i...

    The small changes (team and IsEnemy override) are separate from the more systematic version. Both the team and isenemy override should be removed if you use the isfakeplayer override and the BaseAI/BaseCreature changes.
  8. GriffonSpade

    basecreature.cs IsEnemy

    Indeed, it adds more complexity, but I was unable to divine a way to both prevent a loss of current functionality and increase of current functionality without it. Of the extant uses, BaseAI gains simplicity, and the rest gain function (They positively find Faction/Ethic enemies and Karma...
  9. GriffonSpade

    Cup of Coffee and an Energy Drink

    I must say, old chap, this sort of thing is not my cup of tea! That'll keep you keen through the day!
  10. GriffonSpade

    basecreature.cs IsEnemy

    First off, I'm going to point out that module is only called in: BaseAI.cs's AcquireFocusMob module SpellHelper.cs's ValidIndirectTarget module (This use happens when both attacker and target are creatures, to see if AOE spells should cause damage) MeerMage's OnThink module (used to change...
  11. GriffonSpade

    How can i...

    Just remember to have a clean backup always. I usually name my clean backup .cs.txt (While other backups get .txt or .bak or something) Did you forget to set the team to some non-zero amount? To make the simple one attack creatures you'd need to change its team in the constructable area (Say...
  12. GriffonSpade

    How can i...

    Yeah, you're right, I should've just used the parentheses, though I'm somewhat allergic to using them like that, as they can very quickly become an illegible mess of code-babble. Definitely bad for optimization, but using the variable keeps the check lines nice, neat, and easily readable. Also...
  13. GriffonSpade

    How can i...

    Ah, yes....could be an order of operations error. Always was a little fuzzy on how those work with logicals. Best use the parentheses. Also, one line might need changed. BaseCreature c = (BaseCreature)m; might need to instead be: BaseCreature c = m as BaseCreature;
  14. GriffonSpade

    How can i...

    If this is a one-off thing, add this override into your lich (not in the constructable area): public override bool IsEnemy(Mobile m) { BaseCreature c = m as BaseCreature; if (m is PlayerMobile || c != null && c.Controlled) { return false; } return...
  15. GriffonSpade

    What handles Bonded creatures?

    Heh, I use Notepad++. Note quite THAT obvious, but the tab indicator runs off either into nowhere or into text if you have it indented corectly and make a mistake :)
  16. GriffonSpade

    What handles Bonded creatures?

    I do believe stabled and mounted pets are in the internal map and are excluded. As for the error, you've misplaced some braces (Which is one of the main reasons why tabs are superior to spaces for indents :p) What version are you running, and which program are you using to edit?
  17. GriffonSpade

    What handles Bonded creatures?

    I would just embed the loyalty checks in the IsBonded/Else nests. In hindsight, I'm not sure why the Loyalty < 0 check isn't embedded within the loyalty <= maxloyalty /10 nest either. if (c.IsBonded) { c.Loyalty -= (BaseCreature.MaxLoyalty /...
  18. GriffonSpade

    What handles Bonded creatures?

    MaxLoyalty is 100 and both are integers: Without jumping through hoops, easiest way would be /25 (-4) and /50 (-2). If anyone questions it, just tell dead pets don't consider that they might not have started with full loyalty, and out of the generosity of your heart you gave them extra time :P
  19. GriffonSpade

    What handles Bonded creatures?

    Easiest way is to simply change toRelease.Add(c); to toRemove.Add(c); That would make living pets be deleted like dead ones. If you want it to take longer for them to be deleted, you could very easily make it 25 hours. Note that Loyalty is an integer. if (c.Map !=...
  20. GriffonSpade

    What handles Bonded creatures?

    I do believe this controls dead pet deletion. Living pets run down their loyalty, but dead ones only check the one-day timer. A bit odd, since pets lose 10 loyalty per hour of 100 max, meaning that's only just under 11 hours max (depending on the hourly check time) until living pets go wild...

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