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  1. Knive's Town Houses

    I see that whenever the server is restarted, the timers for rent reset completely. Just tested this and had 3 days left until due date (weekly rent), and after restarting the server, the due date went back to 7 days. Any way to prevent this from happening?
  2. Adding Custom Wearables (clothing, armor, weapons)

    Yes, you have to use EquipConv.cfg located inside your UO folder.
  3. UltimaLive Lumber Harvesting

    I got this system to work, but all of my trees regrow at the same time. My regrowth timer is set to 5 minutes. Say I chop a tree and 3 minutes later I chop another tree. The first tree that was chopped should respawn in 2 minutes and the second one in 5 minutes. However, in that situation they...
  4. Flee on sight AI

    Yeah, I know that. I got that specific AI applied to certain mobs already. My problem is not knowing how to modify the way this AI works, as explained above. I want the mob to run not only when attacked, but also when spotted a player. I might have found a workaround by setting the particular...
  5. Flee on sight AI

    Hi, I got the following script some time ago and I'd like to modify it a bit. At the moment the mob only flees when attacked, but I'd like to make it so it also flees once a player gets too close to it - say, 6 tiles. Don't actually know how to get it done, so any help will be much...
  6. Limiting pre-cast

    Hi, I'd like to make players fizzle their spells if they don't choose a target for 8-10 seconds. Any help would be great. Thanks
  7. Adding Custom Wearables (clothing, armor, weapons)

    Your gump has to be located between 0xC4E (50400) and 0xC737 (50999). Otherwise it will bug while sitting, just as you say.
  8. Weapon Abilities on items with a non-weapon ItemID

    Digging up an old thead, but this is really interesting. Thank you for this! Would you be able to create a command that would display the gump? I tried this script and it works fine, but the gump only shows up when you equip a weapon. Once you close the gump, you have to re-equip the weapon in...
  9. Recipes not dropping

    What I personally did was this: public override void OnDeath(Container c) { base.OnDeath(c); if (Utility.RandomDouble() < 0.10) c.DropItem(new RecipeScroll(302)); } inside a specific mob script. This would give the creature a 10%...
  10. Recipes not dropping

    If you want every mob on the server to drop recipes, then yes, you'd have to adjust the loot yourself. Most of the recipes are obtained via quests, treasure chests or (irc) killing bosses in specific areas.
  11. Tooltips with Pre-AOS

    It may not be the solution you're looking for, but in AOS.cs, setting the corresponding value to 0 should do the trick of disabling it. [CommandProperty(AccessLevel.GameMaster)] public int LowerManaCost { get { return...
  12. Old poisoning

    I don't know why I hadn't checked the obvious places before... Guess it just seemed too obvious to be true. BaseSword, BaseKnife and BaseSpear have this: if (!Core.AOS && defender is Mobile && this.Poison != null && this.PoisonCharges > 0) {...
  13. Old poisoning

    To run some tests, I wanted to bring back the old (pre-AOS I believe) weapon poisoning system and I've encountered these: Poisoning.cs protected override void OnTarget(Mobile from, object targeted) { if (this.m_Potion.Deleted)...
  14. Negative effects on a potion

    This seems to be working: Timer.DelayCall(TimeSpan.FromSeconds(10), delegate { from.AddStatMod(new StatMod(StatType.Str, "RockandRoll", -10, TimeSpan.FromMinutes(5.0))); });
  15. Negative effects on a potion

    Hi, I created this custom potion, which is basically a drug for the players. It gives a high str+dex bonus and I would like it to also give a penalty once the bonus wears off (-30 on both str and dex, for example). The penalty would have to last for a few minutes. I was thinking on using a...
  16. Dye tub uses problem

    I got it to work by: protected override void OnTarget(Mobile from, object targeted) { if (targeted is Item) { Item item = (Item)targeted; if (this.m_Tub.UsesRemaining <= 0) {...
  17. Dye tub uses problem

    Hi again, Modyfying base dyetub did not work. However, I copied the targeting code to the special dye tub in order to put it there and again... I got nowhere. I added: if (this.m_Tub.UsesRemaining <= 0) {...
  18. Dye tub uses problem

    Yeah, in theory I know what to do, I am just not able to do it. I tried copying the targeting code and modyfying it, but got nowhere.
  19. Dye tub uses problem

    Hi, I'm struggling with adding charges to a custom dye tub. The remaining uses get spent when I double-click the tub instead of when targeting a valid item. It was the only way I managed to do it, but I'm not satisfied with the result. using System; using Server.Targeting; namespace...
  20. Looking for help on custom weapons with custom graphics

    Hi, Try this: http://web.archive.org/web/20100813170528/http://www.runuo.com/forums/custom-script-releases/93672-runuo-2-0-rc1-customizable-weaponabilities.html So far it works perfectly fine for me. 1564344226 Sorry, the links are not there anymore. There's an old discussion about it on this...

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