Hi All,

I added a whole bunch of scripts and now all my NPCs have: "(Paragon)" under their names.
Any idea what I could have done? :-(

-TR
 
I believe that you should take a look at your baseCreature file. There are parts in there that tells you about creatures being paragons . Hope this helps you .
 
LOL I know. I usually keep back ups but i deleted the backup because I thought everything was working right..

Yea you never wanna do that my shard stores on a SQL even though i know nothing will go wrong i still keep a fresh back up from each day just in case i have to revert for what ever reason! It is a vary good habit to get into when running a free shard with players just so people don't loose there progress!
 
I added a whole bunch of scripts and now all my NPCs have: "(Paragon)" under their names.
Any idea what I could have done? :-(

maybe let Us know what scripts ?? if it was a spawner script from somewhere it may change the whole shard to paragons
 
Here's what I did - in Paragon.cs find the method for CheckConvert. I added a clause that said if the fame is less than 2500 or greater than 20000 not to convert to a paragon. This prevents not only NPCs and dogs or whatever from running around as paragons, but would also prevent balrons or ancient wyrms from being them as well. Your shard may be different, but for me that was just too much. Hope this helps.

Code:
public static bool CheckConvert( BaseCreature bc, Point3D location, Map m )
		{
			if ( !Core.LBR )
				return false;

			if ( Array.IndexOf( Maps, m ) == -1 )
				return false;

			if ( bc is BaseChampion || bc is Harrower || bc is BaseVendor || bc is BaseEscortable || bc is Clone || bc.IsParagon )
				return false;

			int fame = bc.Fame;
			
			 if (fame < 2500 || fame > 20000)
              		  return false;

			if ( fame > 32000 )
				fame = 32000;

			double chance = 1 / Math.Round( 20.0 - ( fame / 3200 ));

			return ( chance > Utility.RandomDouble() );
		}
{/code]
 
Thanks for the help but unfotunately it didn't solve the problem
[doublepost=1502187859][/doublepost]This is my basecreature file.
 

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  • BaseCreature.cs
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Are you doing a respawn in between changes? Just wondering, because if not, it's possible everything is still paragon because it was already saved that way.
 
After you apply your changes you should respawn your world to make it take effect. You could do your testing by adding a single spawner and then just repeatedly spawning the same creature until you're satisfied it took effect. If you're judging that the code I provided didn't work based on still seeing paragons in game, it may be because they were spawned prior to the change and thus remain based on previous code.
 

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