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Fixed Renowned mobiles = Gold, Gold, Gold

Discussion in 'Archived Bug Reports' started by RedDragon, Dec 28, 2013.

  1. RedDragon
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    RedDragon Member

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    Is this a bug?
    o really a weak Renowned creature drop this brutal gold amount?
    alh3.googleusercontent.com__Ub_02pfp_og_Ur_IEBeNYUI_AAAAAAAAAFb09a06cd4dcaa29f8972d50606d19c75.jpg
     
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  2. Milva
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    What mob is that? Looks like a newer one I have not seen yet :) If not a sa mini champ of type then I would say that is more gold then there should be.
     
  3. jase giffin
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    jase giffin Active Member

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    protected override void OnTick()
    {
    int z = this.m_Map.GetAverageZ(this.m_X, this.m_Y);
    bool canFit = this.m_Map.CanFit(this.m_X, this.m_Y, z, 6, false, false);
    for (int i = -3; !canFit && i <= 3; ++i)
    {
    canFit = this.m_Map.CanFit(this.m_X, this.m_Y, z + i, 6, false, false);
    if (canFit)
    z += i;
    }
    if (!canFit)
    return;
    Gold g = new Gold(500, 1000); \\\if im right you back this off some to lower the gold drop per pile maybe im wrong ill test it. BaseRenowned.CS

    g.MoveToWorld(new Point3D(this.m_X, this.m_Y, z), this.m_Map);
    if (0.5 >= Utility.RandomDouble())
    {
    switch ( Utility.Random(3) )
     
  4. RedDragon
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    RedDragon Member

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  5. RedDragon
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    RedDragon Member

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    how much i must lower this?
     
  6. jase giffin
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    jase giffin Active Member

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    in that method it chooses a number between the 500 and 1000. and dumps it per pile so if you did say 50 to 200 the piles might be more like 120 gold per pile. on average. so adjust it so you dont give millions of gold per day to those avid players. and the script is
    BaseRenowned.cs
    Line 235

    give it a whack. worst thing is it dont work huh:D
     
  7. RedDragon
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    RedDragon Member

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    but... how much gold they must really drop?
     
  8. jase giffin
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    jase giffin Active Member

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    uo guide would tell ya the basics but in this case i think the one controls all of them. you could prolly add the whole on before death part in each one if you wanted to control each indivially.
    ok that code does control that
     
    #8 jase giffin, Dec 29, 2013
    Last edited: Dec 29, 2013
  9. Hank
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    Hank Active Member

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    I don't know if this is accurate or not but i'll say thing,. if the gold is spawned similar to how the AOS champs gold is spawned I would suggest looking into the code for the AOS champs and how their gold is spawned,. it looks damn similar to what jase posted. modify it how you want it,. hell you can even disable it. Learn dat code!
    eat with it, sleep with it, work with it, this is my code there are many like it but this code is mine. My code is my best friend . it is my life. I must master it as i must master my life. My code without me is useless. without my code i am useless. i must write my code true. i must write my code better then my enemies. i must code it before he codes it. I will. my code is human even as i because it is my life. thus i will learn it as a brother. i will, learn it's weaknesses, it's strength's, it's parts, it's accessories, it's ins and it's outs. I will keep my code clean and ready, even as i am clean and ready. we will become part of each other, we will. before admins i sware this creed. my code and I are defenders. we will master thy enemy. we are the saviors of my life. so be it, until victory is mine and there is no enemy.
    *hic*
     
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  10. Regnak
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    Regnak Active Member

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    On our shard, we completely removed the gold explosion on Mini Champs. This was completely unbalancing the economy.
    And I think on OSI there is no gold explosion on Mini Champs (can anyone confirm this ?).

    Thanks ^^

    -Rek-
     
  11. Omni
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    On OSI there is no gold explosion mini champs so technically this is a very minor bug

    Each mini champ drops between 1000-2000 gold on ther corpse.

    Also the mini champs don't drop imbuing ingridients correctly essence is drop on the spawn mobiles aswel as a chance on the champs..
     
    #11 Omni, Dec 29, 2013
    Last edited: Dec 29, 2013
  12. RedDragon
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    RedDragon Member

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    So we must remove this gold dropping?
    how can we remove this? just changing the values to 0,0?

    Offtopic:
    Omni, are you the creator of Omni IA?
    How can i use Omni AI Bushido for ronin?
     
  13. Omni
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    You couble probably just change to 0,0 gold but you will still get the mass effect of all the gold dropping..

    In Base Renowned
    Around line 154

    Code (C#):
    1. public override bool OnBeforeDeath()
    2.         {
    3.             if (!this.NoKillAwards)
    4.             {
    5.                 if (this.NoGoodies)
    6.                     return base.OnBeforeDeath();
    7.  
    8.                 Map map = this.Map;
    9.  
    10.                 if (map != null)
    11.                 {
    12.                     for (int x = -12; x <= 12; ++x)
    13.                     {
    14.                         for (int y = -12; y <= 12; ++y)
    15.                         {
    16.                             double dist = Math.Sqrt(x * x + y * y);
    17.  
    18. //Uncomment the 2 lines below like soo
    19.                             //if (dist <= 12)
    20.                             //  new GoodiesTimer(map, this.X + x, this.Y + y).Start();
    21.                         }
    22.                     }
    23.                 }
    And around line 206

    Code (C#):
    1. //private class GoodiesTimer : Timer
    2.         //{
    3.         //  private readonly Map m_Map;
    4.         //  private readonly int m_X;
    5.         //  private readonly int m_Y;
    6.         //  public GoodiesTimer(Map map, int x, int y)
    7.         //      : base(TimeSpan.FromSeconds(Utility.RandomDouble() * 10.0))
    8.         //  {
    9.         //      this.m_Map = map;
    10.         //      this.m_X = x;
    11.         //      this.m_Y = y;
    12.         //  }
    13.  
    14.         //  protected override void OnTick()
    15.         //  {
    16.         //      int z = this.m_Map.GetAverageZ(this.m_X, this.m_Y);
    17.         //      bool canFit = this.m_Map.CanFit(this.m_X, this.m_Y, z, 6, false, false);
    18.  
    19.         //      for (int i = -3; !canFit && i <= 3; ++i)
    20.         //      {
    21.         //          canFit = this.m_Map.CanFit(this.m_X, this.m_Y, z + i, 6, false, false);
    22.  
    23.         //          if (canFit)
    24.         //              z += i;
    25.         //      }
    26.  
    27.         //      if (!canFit)
    28.         //          return;
    29.  
    30.         //      Gold g = new Gold(500, 1000);
    31.  
    32.         //      g.MoveToWorld(new Point3D(this.m_X, this.m_Y, z), this.m_Map);
    33.  
    34.         //      if (0.5 >= Utility.RandomDouble())
    35.         //      {
    36.         //          switch ( Utility.Random(3) )
    37.         //          {
    38.         //              case 0: // Fire column
    39.         //                  {
    40.         //                      Effects.SendLocationParticles(EffectItem.Create(g.Location, g.Map, EffectItem.DefaultDuration), 0x3709, 10, 30, 5052);
    41.         //                      Effects.PlaySound(g, g.Map, 0x208);
    42.  
    43.         //                      break;
    44.         //                  }
    45.         //              case 1: // Explosion
    46.         //                  {
    47.         //                      Effects.SendLocationParticles(EffectItem.Create(g.Location, g.Map, EffectItem.DefaultDuration), 0x36BD, 20, 10, 5044);
    48.         //                      Effects.PlaySound(g, g.Map, 0x307);
    49.  
    50.         //                      break;
    51.         //                  }
    52.         //              case 2: // Ball of fire
    53.         //                  {
    54.         //                      Effects.SendLocationParticles(EffectItem.Create(g.Location, g.Map, EffectItem.DefaultDuration), 0x36FE, 10, 10, 5052);
    55.  
    56.         //                      break;
    57.         //                  }
    58.         //          }
    59.         //      }
    60.         //  }
    61.         //}
    This will remove all the gold that drops aswel as the effects (fire expolsions)

    Alternativly you can remove these sections completly but uncomment is better.


    As far as OmniAI this was a system made by Peoharen i believe although i do have some custom AI's i might release at a later stage..
     
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  14. Ravenwolfe
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    Fixed in repo, thanks Omni!
     
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