ServUO Version
Publish 57
Ultima Expansion
Endless Journey
The server I'm building has much higher attack damage than the base server. So every time you're attacked and damaged, the Stemina is drastically reduced. So I wonder where I can correct the figures that decrease Stemina when it is attacked and damaged. And I also want to know where to modify the gold overlap amount. Gold can hold up to 60,000 gold as one lump.All I want is to be able to hold more than 60,000 gold per chunk. I wonder where I need to modify to increase the maximum amount of gold.
 
Not sure,but i see 2 mehods about stamina,one in basearmor:
C#:
public static double GetInherentStaminaLossReduction(Mobile from)
        {
            if (!Core.SA)
            {
                return 0.0;
            }

            double toReduce = 0.0;
            int count = 0;

            foreach (var armor in from.Items.OfType<BaseArmor>().OrderBy(arm => -GetArmorRatingReduction(arm)))
            {
                if (count == 5)
                    break;

                toReduce += GetArmorRatingReduction(armor);
                count++;
            }

            return toReduce;
        }
And in BaseBashing.cs / BaseStaff.cs :

C#:
public override void OnHit(Mobile attacker, IDamageable defender, double damageBonus)
        {
            base.OnHit(attacker, defender, damageBonus);

            if(defender is Mobile)
                ((Mobile)defender).Stam -= Utility.Random(3, 3); // 3-5 points of stamina loss
        }
About the gold not sure for now.
 
Not sure,but i see 2 mehods about stamina,one in basearmor:
C#:
public static double GetInherentStaminaLossReduction(Mobile from)
        {
            if (!Core.SA)
            {
                return 0.0;
            }

            double toReduce = 0.0;
            int count = 0;

            foreach (var armor in from.Items.OfType<BaseArmor>().OrderBy(arm => -GetArmorRatingReduction(arm)))
            {
                if (count == 5)
                    break;

                toReduce += GetArmorRatingReduction(armor);
                count++;
            }

            return toReduce;
        }
And in BaseBashing.cs / BaseStaff.cs :

C#:
public override void OnHit(Mobile attacker, IDamageable defender, double damageBonus)
        {
            base.OnHit(attacker, defender, damageBonus);

            if(defender is Mobile)
                ((Mobile)defender).Stam -= Utility.Random(3, 3); // 3-5 points of stamina loss
        }
About the gold not sure for now.
Oh! Thank you so much for finding what I wanted. It's a shame about gold, but I'll look hard for it. Thank you!
 
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