Dezzie
Member
I'm trying to add a tribe of people that ride tigers. They spawn ok but when he spawns, the tiger is invisible. However, if I spawn the tiger separately it is visible when I ride it.
My rider script is as follows:
using System;
using Server;
using Server.Misc;
using Server.Network;
using Server.Items;
using Server.Spells;
namespace Server.Mobiles
{
[CorpseName( "a tribal chief corpse" )]
public class TribalChief : BaseCreature
{
private bool m_Stunning;
public override WeaponAbility GetWeaponAbility()
{
return Utility.RandomBool() ? WeaponAbility.MortalStrike : WeaponAbility.Dismount;
}
[Constructable]
public TribalChief() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName("savage rider");
Name = "Tribal Chief";
Hue = 1745;
Body = 185;
BaseSoundID = 609;
SetStr( 836, 885 );
SetDex( 326, 345 );
SetInt( 281, 305 );
SetHits( 1450, 21500 );
SetDamage( 40, 90 );
SetDamageType( ResistanceType.Physical, 75 );
SetDamageType( ResistanceType.Energy, 75 );
SetResistance(ResistanceType.Physical, 75, 95);
SetResistance(ResistanceType.Fire, 75, 95);
SetResistance(ResistanceType.Cold, 75, 95);
SetResistance(ResistanceType.Poison, 75, 95);
SetResistance(ResistanceType.Energy, 75, 95);
SetSkill( SkillName.Anatomy, 115.1, 130.0 );
SetSkill(SkillName.Fencing, 115.1, 130.0);
SetSkill(SkillName.MagicResist, 115.1, 130.0);
SetSkill(SkillName.Tactics, 115.1, 130.0);
SetSkill(SkillName.Wrestling, 115.1, 130.0);
Fame = 21500;
Karma = -21500;
VirtualArmor = 70;
new TribalTiger().Rider = this;
Utility.AssignRandomHair(this);
}
public override bool BardImmune { get { return !Core.AOS; } }
public override bool BleedImmune { get { return true; } }
public override Poison PoisonImmune { get { return Poison.Lethal; } }
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich );
AddLoot( LootPack.Average );
AddLoot( LootPack.MedScrolls );
}
public TribalChief( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}
And the tiger script is as follows:
using System;
using Server.Mobiles;
namespace Server.Mobiles
{
[CorpseName("a TribalTiger corpse")]
public class TribalTiger : BaseMount
{
[Constructable]
public TribalTiger() : this( "a TribalTiger" )
{
}
[Constructable]
public TribalTiger( string name ) : base(name, 0x4E6, 0x3EC7, AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
{
Name = "a TribalTiger";
SetStr(600, 800);
SetDex(150, 180);
SetInt(250, 285);
SetHits(600, 900);
SetDamage(12, 24);
SetDamageType(ResistanceType.Physical, 100);
SetResistance(ResistanceType.Physical, 50, 65);
SetResistance(ResistanceType.Fire, 20, 60);
SetResistance(ResistanceType.Cold, 25, 45);
SetResistance(ResistanceType.Poison, 30, 50);
SetResistance(ResistanceType.Energy, 36, 65);
SetSkill(SkillName.Anatomy, 75.1, 110.0);
SetSkill(SkillName.MagicResist, 85.1, 100.0);
SetSkill(SkillName.Tactics, 100.1, 120.0);
SetSkill(SkillName.Wrestling, 100.1, 120.0);
this.Fame = 10000;
this.Karma = -10000;
Tamable = true;
ControlSlots = 4;
MinTameSkill = 118.7;
switch ( Utility.Random( 2 ) )
{
case 0:
{
BodyValue = 1254;
ItemID = 16071;
break;
}
case 1:
{
BodyValue = 1255;
ItemID = 16072;
break;
}
}
}
public override FoodType FavoriteFood{ get{ return FoodType.Meat; } }
public override PackInstinct PackInstinct{ get{ return PackInstinct.Daemon | PackInstinct.Feline; } }
public override bool CanAngerOnTame
{
get
{
return true;
}
}
public override bool StatLossAfterTame
{
get
{
return true;
}
}
public override int Meat
{
get
{
return 3;
}
}
public override int Hides
{
get
{
return 10;
}
}
/* public override void GenerateLoot()
{
this.AddLoot(LootPack.AosFilthyRich, 5);
}
public override WeaponAbility GetWeaponAbility()
{
return WeaponAbility.BleedAttack;
}*/
public override bool BleedImmune
{
get
{
return true;
}
}
public override Poison PoisonImmune
{
get
{
return Poison.Greater;
}
}
public override int GetAngerSound()
{
return 0x518;
}
public override int GetIdleSound()
{
return 0x517;
}
public override int GetAttackSound()
{
return 0x516;
}
public override int GetHurtSound()
{
return 0x519;
}
public override int GetDeathSound()
{
return 0x515;
}
public TribalTiger( Serial serial ) : base( serial )
{
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)0);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
}
Can anyone tell me why it isn't visible when I spawn the chief? Thanks in advance.
My rider script is as follows:
using System;
using Server;
using Server.Misc;
using Server.Network;
using Server.Items;
using Server.Spells;
namespace Server.Mobiles
{
[CorpseName( "a tribal chief corpse" )]
public class TribalChief : BaseCreature
{
private bool m_Stunning;
public override WeaponAbility GetWeaponAbility()
{
return Utility.RandomBool() ? WeaponAbility.MortalStrike : WeaponAbility.Dismount;
}
[Constructable]
public TribalChief() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName("savage rider");
Name = "Tribal Chief";
Hue = 1745;
Body = 185;
BaseSoundID = 609;
SetStr( 836, 885 );
SetDex( 326, 345 );
SetInt( 281, 305 );
SetHits( 1450, 21500 );
SetDamage( 40, 90 );
SetDamageType( ResistanceType.Physical, 75 );
SetDamageType( ResistanceType.Energy, 75 );
SetResistance(ResistanceType.Physical, 75, 95);
SetResistance(ResistanceType.Fire, 75, 95);
SetResistance(ResistanceType.Cold, 75, 95);
SetResistance(ResistanceType.Poison, 75, 95);
SetResistance(ResistanceType.Energy, 75, 95);
SetSkill( SkillName.Anatomy, 115.1, 130.0 );
SetSkill(SkillName.Fencing, 115.1, 130.0);
SetSkill(SkillName.MagicResist, 115.1, 130.0);
SetSkill(SkillName.Tactics, 115.1, 130.0);
SetSkill(SkillName.Wrestling, 115.1, 130.0);
Fame = 21500;
Karma = -21500;
VirtualArmor = 70;
new TribalTiger().Rider = this;
Utility.AssignRandomHair(this);
}
public override bool BardImmune { get { return !Core.AOS; } }
public override bool BleedImmune { get { return true; } }
public override Poison PoisonImmune { get { return Poison.Lethal; } }
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich );
AddLoot( LootPack.Average );
AddLoot( LootPack.MedScrolls );
}
public TribalChief( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}
And the tiger script is as follows:
using System;
using Server.Mobiles;
namespace Server.Mobiles
{
[CorpseName("a TribalTiger corpse")]
public class TribalTiger : BaseMount
{
[Constructable]
public TribalTiger() : this( "a TribalTiger" )
{
}
[Constructable]
public TribalTiger( string name ) : base(name, 0x4E6, 0x3EC7, AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
{
Name = "a TribalTiger";
SetStr(600, 800);
SetDex(150, 180);
SetInt(250, 285);
SetHits(600, 900);
SetDamage(12, 24);
SetDamageType(ResistanceType.Physical, 100);
SetResistance(ResistanceType.Physical, 50, 65);
SetResistance(ResistanceType.Fire, 20, 60);
SetResistance(ResistanceType.Cold, 25, 45);
SetResistance(ResistanceType.Poison, 30, 50);
SetResistance(ResistanceType.Energy, 36, 65);
SetSkill(SkillName.Anatomy, 75.1, 110.0);
SetSkill(SkillName.MagicResist, 85.1, 100.0);
SetSkill(SkillName.Tactics, 100.1, 120.0);
SetSkill(SkillName.Wrestling, 100.1, 120.0);
this.Fame = 10000;
this.Karma = -10000;
Tamable = true;
ControlSlots = 4;
MinTameSkill = 118.7;
switch ( Utility.Random( 2 ) )
{
case 0:
{
BodyValue = 1254;
ItemID = 16071;
break;
}
case 1:
{
BodyValue = 1255;
ItemID = 16072;
break;
}
}
}
public override FoodType FavoriteFood{ get{ return FoodType.Meat; } }
public override PackInstinct PackInstinct{ get{ return PackInstinct.Daemon | PackInstinct.Feline; } }
public override bool CanAngerOnTame
{
get
{
return true;
}
}
public override bool StatLossAfterTame
{
get
{
return true;
}
}
public override int Meat
{
get
{
return 3;
}
}
public override int Hides
{
get
{
return 10;
}
}
/* public override void GenerateLoot()
{
this.AddLoot(LootPack.AosFilthyRich, 5);
}
public override WeaponAbility GetWeaponAbility()
{
return WeaponAbility.BleedAttack;
}*/
public override bool BleedImmune
{
get
{
return true;
}
}
public override Poison PoisonImmune
{
get
{
return Poison.Greater;
}
}
public override int GetAngerSound()
{
return 0x518;
}
public override int GetIdleSound()
{
return 0x517;
}
public override int GetAttackSound()
{
return 0x516;
}
public override int GetHurtSound()
{
return 0x519;
}
public override int GetDeathSound()
{
return 0x515;
}
public TribalTiger( Serial serial ) : base( serial )
{
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)0);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
}
Can anyone tell me why it isn't visible when I spawn the chief? Thanks in advance.