I am pretty sure razor has a option to lower the amount that is shown. Though maybe UO isn't the best option currently cause there is quite a hefty amount of blood regardless if you are killing something or if it's pure decoration. You could also edit the blood images with uofiddler and replace it with a blue hue or just leave it transparent.I'm getting ready to play uo adventures with my 8-year-old using RunUO. I'd like to decrease the amount if blood. I kill a tiny rat and there's 4 huge puddles and smears of gore. Is this something I can alter?
Thanks for the reply. I'm less concerned with decoration since he will only be allowed to play when I can play with him and I can make sure we don't visit particularly gruesome locations. I'll give razor a shot. Thanks again.I am pretty sure razor has a option to lower the amount that is shown. Though maybe UO isn't the best option currently cause there is quite a hefty amount of blood regardless if you are killing something or if it's pure decoration. You could also edit the blood images with uofiddler and replace it with a blue hue or just leave it transparent.
CurrentChatChannel=Help
CensorBlood=On
CensoredBloodColor=#000000
;------------------------------
Sound=on
Music=off
Footsteps=off
public virtual void AddBlood( Mobile attacker, Mobile defender, int damage )
{
if ( damage > 0 && ( (defender is BaseCreature && !((BaseCreature)defender).BleedImmune) || !(defender is BaseCreature) ) )
{
new Blood().MoveToWorld( defender.Location, defender.Map );
int extraBlood = (Core.SE ? Utility.RandomMinMax( 3, 4 ) : Utility.RandomMinMax( 0, 1 ) );
for( int i = 0; i < extraBlood; i++ )
{
new Blood().MoveToWorld( new Point3D(
defender.X + Utility.RandomMinMax( -1, 1 ),
defender.Y + Utility.RandomMinMax( -1, 1 ),
defender.Z ), defender.Map );
}
}
}
public virtual void AddBlood( Mobile attacker, Mobile defender, int damage )
{
/*
if ( damage > 0 && ( (defender is BaseCreature && !((BaseCreature)defender).BleedImmune) || !(defender is BaseCreature) ) )
{
new Blood().MoveToWorld( defender.Location, defender.Map );
int extraBlood = (Core.SE ? Utility.RandomMinMax( 3, 4 ) : Utility.RandomMinMax( 0, 1 ) );
for( int i = 0; i < extraBlood; i++ )
{
new Blood().MoveToWorld( new Point3D(
defender.X + Utility.RandomMinMax( -1, 1 ),
defender.Y + Utility.RandomMinMax( -1, 1 ),
defender.Z ), defender.Map );
}
}
*/
}
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