Gadget2013
Member
Sure thing, I'll take a look later today at what will need doing, and try to take some actions to make things closer to fully buildworldable
foreach( string spawn in spawns )
{
Type typeObject = SpawnerType.GetType( spawn );
object created = null;
double level = 0.0;
double p = 0.0;
if (typeObject == null)
{
continue;
}
try
{
created = Activator.CreateInstance( typeObject );
}
catch( Exception e )
{
Console.WriteLine(e);
continue;
}
if( created is TownHerald ) continue;
if( created is BaseVendor ) continue;
if( created is Mobile )
{
Mobile m = (Mobile) created;
bool hostile = (m is Townsperson) ? false : true;
if( m is BaseCreature )
{
BaseCreature c = (BaseCreature) m;
switch( c.AI )
{
case AIType.AI_Healer: { hostile = false; break; }
case AIType.AI_Vendor: { hostile = false; break; }
case AIType.AI_Animal: { if( c.Fame < 400 ) hostile = false; break; }
}
}
level = Helpers.CalculateLevelForMobile( m, LevelType.Overall );
p = 1.0 / Math.Pow( 1 + level, 1.4 );
ImportRecord ir = new ImportRecord(
(Mobile) created,
spawn,
x,
y,
z,
hRange,
sRange,
n,
mapName,
region.Name,
level,
hostile,
p
);
//Console.WriteLine(" "+ir);
encounterSet.Add( ir );
}
}
}
}
Mobile mobile,
string spawn,
int x,
int y,
int z,
int hRange,
int sRange,
int n,
string mapName,
string regionName,
double level,
bool hostile,
double p
are you adding them to this fork's muls? If so, let me know i'll include them. what are you going to use them for? "beard.bmp" lolnot sure if your interested in new icons or not (spells and what not), but i found this lying around my extra scripts folder. im working with fiddler right now to get them changed and see how they look in game.
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