Is there a way to set the HP regen rate for the Mule from The Master of Arts? You have to beat it into submission before taming it. Only problem is it's HP regens too quick before you are able to tame it. Just wondering if anyone has been able to solve it. I looked into the script but didn't see anything that would help it. Here's my script:
C#:
created by:
     /\            888                   888     .d8888b.   .d8888b. 
____/_ \____       888                   888    d88P  Y88b d88P  Y88b
\  ___\ \  /       888                   888    888    888 888    888
\/ /  \/ /    .d88888  8888b.   8888b.  888888 Y88b. d888 Y88b. d888
/ /\__/_/\   d88" 888     "88b     "88b 888     "Y888P888  "Y888P888
/__\ \_____\  888  888 .d888888 .d888888 888           888        888
    \  /      Y88b 888 888  888 888  888 Y88b.  Y88b  d88P Y88b  d88P
     \/        "Y88888 "Y888888 "Y888888  "Y888  "Y8888P"   "Y8888P" 
*/
//Made by daat99 based on beatle script
using Server.Items;
using System.Collections.Generic;
using Server.ContextMenus;

namespace Server.Mobiles
{
    [CorpseName( "a mule corpse" )]
    public class Mule : BaseMount
    {
        public override bool SubdueBeforeTame{ get{ return true; } } // Must be beaten into submission

        private bool b_BeforeTame;
        public bool BeforeTame{ get{ return b_BeforeTame; } set { b_BeforeTame = value; InvalidateProperties(); } }

        [Constructable]
        public Mule() : this (30.0, false)
        {
        }

        [Constructable]
        public Mule(double d_MinTame, bool b_BeforeTame) : base( "a mule", 0x76, 0x3EB2, AIType.AI_Mage, FightMode.Aggressor, 10, 1, 0.2, 0.4 )
        {
            BaseSoundID = 0xA8;
           
            SetStr( 200 );
            SetDex( 75 );
            SetInt( 150 );

            SetHits( 95, 105 );

            SetDamage( 6, 17 );

            SetDamageType( ResistanceType.Physical, 75 );
            SetDamageType( ResistanceType.Cold, 25 );

            SetResistance( ResistanceType.Physical, 40, 50 );
            SetResistance( ResistanceType.Cold, 55, 60 );
            SetResistance( ResistanceType.Poison, 100 );
            SetResistance( ResistanceType.Energy, 15, 22 );

            SetSkill( SkillName.MagicResist, 90.0 );
            SetSkill( SkillName.Tactics, 75.0 );
            SetSkill( SkillName.Wrestling, 80.1, 90.0 );
            SetSkill( SkillName.EvalInt, 10.1, 11.0 );
            SetSkill( SkillName.Magery, 10.1, 11.0 );
            SetSkill( SkillName.Meditation, 10.1, 11.0 );
           
            Fame = 2000;
            Karma = -2000;

            Tamable = true;
            ControlSlots = 1;
            MinTameSkill = d_MinTame;

            Container pack = Backpack;

            if ( pack != null )
                pack.Delete();

            pack = new StrongBackpack();
            pack.Movable = false;

            AddItem( pack );

            BeforeTame = b_BeforeTame;
        }

        public override void OnBeforeTame()
        {
            if (BeforeTame == true)
            {
                PackItem( new SpinedLeather(100) );
                PackItem( new HornedLeather(90) );
                PackItem( new BarbedLeather(80) );
                PackItem( new PolarLeather(70) );
                PackItem( new SyntheticLeather(60) );
                PackItem( new BlazeLeather(50) );
                PackItem( new DaemonicLeather(40) );
                PackItem( new ShadowLeather(30) );
                PackItem( new FrostLeather(20) );
                PackItem( new EtherealLeather(10) );
                MinTameSkill = 30.0;
                BeforeTame = false;
            }
        }

        public override Poison PoisonImmune{ get{ return Poison.Lethal; } }

        public override int GetAngerSound()
        {
            if ( !Controlled )
                return 0x16A;

            return base.GetAngerSound();
        }

        #region Pack Animal Methods
        public override bool OnBeforeDeath()
        {
            if ( !base.OnBeforeDeath() )
                return false;

            PackAnimal.CombineBackpacks( this );

            return true;
        }

        public override bool IsSnoop( Mobile from )
        {
            if ( PackAnimal.CheckAccess( this, from ) )
                return false;

            return base.IsSnoop( from );
        }

        public override bool OnDragDrop( Mobile from, Item item )
        {
            if ( CheckFeed( from, item ) )
                return true;

            if ( PackAnimal.CheckAccess( this, from ) )
            {
                AddToBackpack( item );
                return true;
            }

            return base.OnDragDrop( from, item );
        }

        public override bool CheckNonlocalDrop( Mobile from, Item item, Item target )
        {
            return PackAnimal.CheckAccess( this, from );
        }

        public override bool CheckNonlocalLift( Mobile from, Item item )
        {
            return PackAnimal.CheckAccess( this, from );
        }

        public override void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
        {
            base.GetContextMenuEntries( from, list );

            PackAnimal.GetContextMenuEntries( this, from, list );
        }
        #endregion


        public Mule( Serial serial ) : base( serial )
        {
        }

        public override void Serialize( GenericWriter writer )
        {
            base.Serialize( writer );

            writer.Write( (int) 2 ); // version
            //version 1
            writer.Write( (bool) b_BeforeTame);
        }

        public override void Deserialize( GenericReader reader )
        {
            base.Deserialize( reader );

            int version = reader.ReadInt();
            if (version == 2)
                b_BeforeTame = reader.ReadBool();
            if (version == 1)
            {
                b_BeforeTame = reader.ReadBool();
                bool b = reader.ReadBool();
            }
            if (version == 0)
            {
                b_BeforeTame = false;
                MinTameSkill = 30;
            }
            if (AI == AIType.AI_Melee)
            {
                AI = AIType.AI_Mage;
                SetSkill( SkillName.EvalInt, 10.1, 11.0 );
                SetSkill( SkillName.Magery, 10.1, 11.0 );
                SetSkill( SkillName.Meditation, 10.1, 11.0 );
            }
        }
    }
}
Post automatically merged:

Is there a way to set the HP regen rate for the Mule from The Master of Arts? You have to beat it into submission before taming it. Only problem is it's HP regens too quick before you are able to tame it. Just wondering if anyone has been able to solve it. I looked into the script but didn't see anything that would help it. Here's my script:
C#:
created by:
     /\            888                   888     .d8888b.   .d8888b.
____/_ \____       888                   888    d88P  Y88b d88P  Y88b
\  ___\ \  /       888                   888    888    888 888    888
\/ /  \/ /    .d88888  8888b.   8888b.  888888 Y88b. d888 Y88b. d888
/ /\__/_/\   d88" 888     "88b     "88b 888     "Y888P888  "Y888P888
/__\ \_____\  888  888 .d888888 .d888888 888           888        888
    \  /      Y88b 888 888  888 888  888 Y88b.  Y88b  d88P Y88b  d88P
     \/        "Y88888 "Y888888 "Y888888  "Y888  "Y8888P"   "Y8888P"
*/
//Made by daat99 based on beatle script
using Server.Items;
using System.Collections.Generic;
using Server.ContextMenus;

namespace Server.Mobiles
{
    [CorpseName( "a mule corpse" )]
    public class Mule : BaseMount
    {
        public override bool SubdueBeforeTame{ get{ return true; } } // Must be beaten into submission

        private bool b_BeforeTame;
        public bool BeforeTame{ get{ return b_BeforeTame; } set { b_BeforeTame = value; InvalidateProperties(); } }

        [Constructable]
        public Mule() : this (30.0, false)
        {
        }

        [Constructable]
        public Mule(double d_MinTame, bool b_BeforeTame) : base( "a mule", 0x76, 0x3EB2, AIType.AI_Mage, FightMode.Aggressor, 10, 1, 0.2, 0.4 )
        {
            BaseSoundID = 0xA8;
          
            SetStr( 200 );
            SetDex( 75 );
            SetInt( 150 );

            SetHits( 95, 105 );

            SetDamage( 6, 17 );

            SetDamageType( ResistanceType.Physical, 75 );
            SetDamageType( ResistanceType.Cold, 25 );

            SetResistance( ResistanceType.Physical, 40, 50 );
            SetResistance( ResistanceType.Cold, 55, 60 );
            SetResistance( ResistanceType.Poison, 100 );
            SetResistance( ResistanceType.Energy, 15, 22 );

            SetSkill( SkillName.MagicResist, 90.0 );
            SetSkill( SkillName.Tactics, 75.0 );
            SetSkill( SkillName.Wrestling, 80.1, 90.0 );
            SetSkill( SkillName.EvalInt, 10.1, 11.0 );
            SetSkill( SkillName.Magery, 10.1, 11.0 );
            SetSkill( SkillName.Meditation, 10.1, 11.0 );
          
            Fame = 2000;
            Karma = -2000;

            Tamable = true;
            ControlSlots = 1;
            MinTameSkill = d_MinTame;

            Container pack = Backpack;

            if ( pack != null )
                pack.Delete();

            pack = new StrongBackpack();
            pack.Movable = false;

            AddItem( pack );

            BeforeTame = b_BeforeTame;
        }

        public override void OnBeforeTame()
        {
            if (BeforeTame == true)
            {
                PackItem( new SpinedLeather(100) );
                PackItem( new HornedLeather(90) );
                PackItem( new BarbedLeather(80) );
                PackItem( new PolarLeather(70) );
                PackItem( new SyntheticLeather(60) );
                PackItem( new BlazeLeather(50) );
                PackItem( new DaemonicLeather(40) );
                PackItem( new ShadowLeather(30) );
                PackItem( new FrostLeather(20) );
                PackItem( new EtherealLeather(10) );
                MinTameSkill = 30.0;
                BeforeTame = false;
            }
        }

        public override Poison PoisonImmune{ get{ return Poison.Lethal; } }

        public override int GetAngerSound()
        {
            if ( !Controlled )
                return 0x16A;

            return base.GetAngerSound();
        }

        #region Pack Animal Methods
        public override bool OnBeforeDeath()
        {
            if ( !base.OnBeforeDeath() )
                return false;

            PackAnimal.CombineBackpacks( this );

            return true;
        }

        public override bool IsSnoop( Mobile from )
        {
            if ( PackAnimal.CheckAccess( this, from ) )
                return false;

            return base.IsSnoop( from );
        }

        public override bool OnDragDrop( Mobile from, Item item )
        {
            if ( CheckFeed( from, item ) )
                return true;

            if ( PackAnimal.CheckAccess( this, from ) )
            {
                AddToBackpack( item );
                return true;
            }

            return base.OnDragDrop( from, item );
        }

        public override bool CheckNonlocalDrop( Mobile from, Item item, Item target )
        {
            return PackAnimal.CheckAccess( this, from );
        }

        public override bool CheckNonlocalLift( Mobile from, Item item )
        {
            return PackAnimal.CheckAccess( this, from );
        }

        public override void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
        {
            base.GetContextMenuEntries( from, list );

            PackAnimal.GetContextMenuEntries( this, from, list );
        }
        #endregion


        public Mule( Serial serial ) : base( serial )
        {
        }

        public override void Serialize( GenericWriter writer )
        {
            base.Serialize( writer );

            writer.Write( (int) 2 ); // version
            //version 1
            writer.Write( (bool) b_BeforeTame);
        }

        public override void Deserialize( GenericReader reader )
        {
            base.Deserialize( reader );

            int version = reader.ReadInt();
            if (version == 2)
                b_BeforeTame = reader.ReadBool();
            if (version == 1)
            {
                b_BeforeTame = reader.ReadBool();
                bool b = reader.ReadBool();
            }
            if (version == 0)
            {
                b_BeforeTame = false;
                MinTameSkill = 30;
            }
            if (AI == AIType.AI_Melee)
            {
                AI = AIType.AI_Mage;
                SetSkill( SkillName.EvalInt, 10.1, 11.0 );
                SetSkill( SkillName.Magery, 10.1, 11.0 );
                SetSkill( SkillName.Meditation, 10.1, 11.0 );
            }
        }
    }
}
Ooops.... I just realized I accidently posted this in Windows Support! Crap!
 
It's doable - it just takes practice. There's a fine line between killing him and not having enough time to tame but it can be done. I watched people tame it hundreds of times over 10+ years.
 
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