Requiamer
Initiate
Hi everyone i'm new here, but i was into Uo emulation a long time ago (runuo).
To make it short i just try to revive the time i played UO. It's mostly for my house, i have no intention for public server. So i recreated a server as fidel as i can for what i recall. Things need quiet some work especially if you tweak all the detail in your shard.
My biggest grip right now is about bard skills that just didn't work mechanically as i recall they did.
In any case i changed to barding difficulty formula to be almost as it used to be pre pub16 from what i recall at least, i did the same with taming but taming is easy for me.
The thing is first provocation had a great master "no fail" trigger or whatever it used to be called, just like you could hide at great master hiding even with LOS but couldn't at other hiding level. For example we used to fight in destard lv2 for loot with other bards and it was obvious at 99.9 barding you would fail, but great master was never failing a provocation. I just don't know how i can add such line in the codes, i know what i should do but i have no coding background to make it happen, (probably in provocation.cs or baseinstrument.cs) if anyone can help about this that would be amazing.
My next grip i have is about peacemaking. Pre pub16. peacemaking on selftarget (i don't even recall using it on a target back then) would just drop war mode just like it does right now. The problem is when provocated creatures are pacified, they keep their target in the system right now, they just drop war mode for an amount of time, but will continue fighting past this timer. They shouldn't. They only did so back in the day mostly on magic creature because they would use spells and re initiate the fight (mostly poison) or if a hit was going off right while peacemaking, but mechanically the barding skill would not reinitiate on it's own. Some mobs would have harder time dropping target but it was due to the Ai, not the skill itself.
But once again i'm not that good into coding to add a line so the BardTarget is dropped or become null once pacified, if anyone can tell me how i can add that; that would be great.
Anyway it's great to be able to still find good doc, emulators and server about a game you played 20+y ago, so thumbs up for this.
To make it short i just try to revive the time i played UO. It's mostly for my house, i have no intention for public server. So i recreated a server as fidel as i can for what i recall. Things need quiet some work especially if you tweak all the detail in your shard.
My biggest grip right now is about bard skills that just didn't work mechanically as i recall they did.
In any case i changed to barding difficulty formula to be almost as it used to be pre pub16 from what i recall at least, i did the same with taming but taming is easy for me.
The thing is first provocation had a great master "no fail" trigger or whatever it used to be called, just like you could hide at great master hiding even with LOS but couldn't at other hiding level. For example we used to fight in destard lv2 for loot with other bards and it was obvious at 99.9 barding you would fail, but great master was never failing a provocation. I just don't know how i can add such line in the codes, i know what i should do but i have no coding background to make it happen, (probably in provocation.cs or baseinstrument.cs) if anyone can help about this that would be amazing.
My next grip i have is about peacemaking. Pre pub16. peacemaking on selftarget (i don't even recall using it on a target back then) would just drop war mode just like it does right now. The problem is when provocated creatures are pacified, they keep their target in the system right now, they just drop war mode for an amount of time, but will continue fighting past this timer. They shouldn't. They only did so back in the day mostly on magic creature because they would use spells and re initiate the fight (mostly poison) or if a hit was going off right while peacemaking, but mechanically the barding skill would not reinitiate on it's own. Some mobs would have harder time dropping target but it was due to the Ai, not the skill itself.
But once again i'm not that good into coding to add a line so the BardTarget is dropped or become null once pacified, if anyone can tell me how i can add that; that would be great.
Anyway it's great to be able to still find good doc, emulators and server about a game you played 20+y ago, so thumbs up for this.