Search results

  1. Flee on sight AI

    Hi, I got the following script some time ago and I'd like to modify it a bit. At the moment the mob only flees when attacked, but I'd like to make it so it also flees once a player gets too close to it - say, 6 tiles. Don't actually know how to get it done, so any help will be much...
  2. Limiting pre-cast

    Hi, I'd like to make players fizzle their spells if they don't choose a target for 8-10 seconds. Any help would be great. Thanks
  3. Old poisoning

    To run some tests, I wanted to bring back the old (pre-AOS I believe) weapon poisoning system and I've encountered these: Poisoning.cs protected override void OnTarget(Mobile from, object targeted) { if (this.m_Potion.Deleted)...
  4. Negative effects on a potion

    Hi, I created this custom potion, which is basically a drug for the players. It gives a high str+dex bonus and I would like it to also give a penalty once the bonus wears off (-30 on both str and dex, for example). The penalty would have to last for a few minutes. I was thinking on using a...
  5. Dye tub uses problem

    Hi, I'm struggling with adding charges to a custom dye tub. The remaining uses get spent when I double-click the tub instead of when targeting a valid item. It was the only way I managed to do it, but I'm not satisfied with the result. using System; using Server.Targeting; namespace...
  6. Hiding with mobiles around

    Hi, My goal was to prevent players from hiding in plain sight while NPCs or other players were in close range and I got it working for players by: if (ok) { if (!m_CombatOverride) { foreach (Mobile check in...
  7. Detect hidden script

    Hi, I got this nice script shared by someone some time ago, with DH having 2 modes: detecting and revealing. I mostly got it to work after a slight modification, but the problem is that there is no delay for using both commands, so players are now able to gain very quickly. Can someone help me...
  8. Field spells damage

    Hi, As I saw in one of the postings here, field spells and also explosive potions only harm those that are red, grey or orange to the caster. Can you please tell me how to modify it so everyone (even the caster) can be harmed by them?
  9. Item name prepositions

    Hello, Would you be so kind and tell me where I can disable the "at" preposition in vendor gump? I've been modifying the gumps and translating their texts to my language, but I cannot find that anywhere. Thanks!
  10. Transparent water graphic bug

    Hi guys, I've encountered this problem using custom transparent water tiles. The tiles differ in some areas, as you can see, but not always. I mean, if I relog standing there, they suddenly show correctly: ------ But when I begin to move around, the tiles go crazy again, just like in...
  11. Reduce speed with damage

    Hi, I wanted to disable NPC speed reduction when they're damaged, so I did this in BaseCreature.cs: public virtual bool ReduceSpeedWithDamage { get { return false; } } but it didn't seem to work. Monsters still start moving slow as hell when damaged. What should I do to disable it...
  12. Show backpack

    Hey, I'm looking for a script which would allow players to show their backpacks to other players. Would work like this: - player X uses .showbackpack command - player X targets player Y - player Y sees the inventory of player X but cannot take, move or use anything inside it My need for this...
  13. Stat/skill gain system

    Back in the day when I started playing UO on POL, there was this gain system that was not based on chance, but on repetitions. The more daggers you made, the more skill you gained. Same with the stats. You had to work your way pretty hard to reach a high level of strength or dexterity. I love...
  14. Magic resist

    Hey, Any way to modify the skill Resisting Spells, to it only bumps up your energy resist instead of all types of resistance?
  15. Disable hue retaining

    Hey guys, Would you happen to know how to make a crafted item not to retain its resource color? Let's say "Longsword" would always create itself with 0x000 hue, no matter which material you use. I tried overriding the hue itself in Longsword.cs, but doesn't seem to work. I also tried this in...
  16. Bank box question

    Hey guys, Is it possible to limit the bank box, so players can only store certain items in it? For example gold and gems only? For the record, I'm using this old bank system where you cannot store virtual money, simply put your piles of gold like a normal item. Any help would be...
  17. Recover ammo

    Hey guys, Need a bit of help here. I would like to make it so the players can recover more arrows/bolts than default. Do you know if there is any line that defines a chance or % ammount of the ammo recovered? I can't find it. Thanks!
  18. Complex teleporters

    Hi guys, I came up with the idea of making a bit more sophisticated teleporters, so instead of using the Teleporter item, I've been trying to work something out with xmlspawner. I started with a quite simple dungeon. Here comes the trouble... If not engaged in combat, the teleporter works...
  19. Boss spawning issue

    Hi guys, So I've created a sequential spawner for a boss and there is something that I can't figure out. My spawner works like this: If the player has an item named "Pure Diamond" in his backpack, the spawner activates. The spawn starts with 10 ghouls. When all the ghouls are killed, we go...
  20. Xmlspawner help

    Hi guys, I don't know if this is the right place to ask questions about xmlspawner. If I'm mistaken, please move the thread. --- I'm trying to make an rpg non-accessible zone in a certain place. What I want to accomplish is that if any player enters the spawn range, they should get flagged...
Back