No AI can write scripts like the ones Wilson creates... possibly they could help with ideas or whatever but the code is far to well done for ai without the ai having a lot of help. I think he does sometimes let ai write the descriptions though.
I understand the reasons for getting it but from a player's prospective it's a trust thing and an annoyance. "freeshards" are a dime a dozen, 3/4 of them are awful, so most first time login players are just there to see if it's any good or not, and don't want to be bothered by such things and...
I'd recommend against it. Like 1/2 of the people would just log out and quit lol.
I don't use RunUO but if it's the same as the version of ServUO I use it would be something like:
pm.DoSpeech("[setemail", null, 0, 20);
I use it as a quick typist. I can write a short paragraph describing exactly what I want, it spits it out fairly quick. Then I debug it. It may take a bit longer sometimes but saves my fingers a lot of work. It is also good for bouncing ideas off of, and If you have something more complex you...
First question. Is this only supposed to work if the player's Alchemy is GM?
IF so:
public override void Drink(Mobile from)
{
if (from.Poisoned || from.Hits < from.HitsMax)
{
if (from is PlayerMobile && from.Skills[SkillName.Alchemy].Base >= 100.0)
{...
Teleport in Baseboat.cs doesn't have an input for a map so you would need to add one that does.
Havn't tested this but... If I were to do this first in BaseBoat.cs I would find:
public void Teleport(int xOffset, int yOffset, int zOffset)
{
foreach (var ent in...
Should be able to fix it by commenting out the following in Moongate.cs
else if (m.Holding != null)
{
m.SendLocalizedMessage(1071955); // You cannot teleport while dragging an object.
}
There are a few other spots something simular to this can...
It'd be basically just like Harrower except you'd need to put the check in
public override void OnThink()
instead of
public override bool OnBeforeDeath()
and check whatever stat your wanting to trigger the morph
The ones I use are called "Speedboots". to get them to work I did the following.
In playermobile.cs
public override int ComputeMovementSpeed(Direction dir, bool checkTurning)
{
if (checkTurning && (dir & Direction.Mask) != (Direction & Direction.Mask))
{...
I made 2 changes (commented them both so you can easier see what I did). First I added a training definition directly to the file so PetTrainingHelper.cs doesn't have to be modified. Second change fixed the sounds.
You don't have to do that with the OWLTR CraftingRecipe and ResourceRecipe scrolls I tested them as I posted above before I posted it. I haven't looked into the default RecipeScroll's built into servuo that you showed in your example so I'm not sure about those.
Looking through OWLTR I noticed that there are 2 types of crafting recipe's. The one your using CraftingRecipe and a separate one for CraftResources called ResourceRecipe.
The following should let you drop either into the bag.
//Item Recipe Example
DropItem(new...
Utility.RandomList(5, 8);
It can also keep going if wanted and also works for many other things doesn't just have to be an int:
Utility.RandomList(2, 4, 6, 8, 10, 12);
Utility.RandomList(typeof(Dragon), typeof(Drake), typeof(Wyvern))