I found this recall plugin script from Felladrin on RunUO forums and I am a big fan of his work. Having an issue with the sendspecialeffects to mobile line when trying to change the effect due to it not having an existing animation ID. Here's the script to his coding for anyone willing to help out.

C#:
// Recall Command v1.4.1
// Author: Felladrin
// Started: 2010-06-20
// Updated: 2016-02-08

using System;
using System.Collections.Generic;
using Server;
using Server.Commands;
using Server.Misc;
using Server.Mobiles;
using Server.Spells;

namespace Felladrin.Commands
{
    public static class Recall
    {
        public static class Config
        {
            public static bool Enabled = true;                                       // Is this command enabled?
            public static bool AllowUsageIfIsOverloaded = true;                      // Should we allow players to use this command if they are overloaded?
            public static bool AllowUsageIfIsInCombat = false;                        // Should we allow players to use this command if they are in combat?
            public static bool DecreaseFameIfUsedInCombat = false;                    // Should we decrease the player fame if he use this command to flee from combat?
            public static bool SpecialEffects = true;                                // Should we use special effects after teleporting the player?
            public static bool BringFollowers = true;                                // Should we also teleport the player's followers?
            public static bool AffectOnlyControlledFollowers = true;                 // Should we only teleport the player's followers that are controlled?
            public static Map TargetMap = Map.Trammel;                               // To what map should we teleport the player?
            public static Point3D TargetLocation = new Point3D(1408, 1716, 20);       // To what coordinates should we teleport the player?
            public static TimeSpan CombatHeatDelay = TimeSpan.FromSeconds(30.0);     // What's the delay for they to be considered out of combat?
        }

        public static void Initialize()
        {
            if (Config.Enabled)
                CommandSystem.Register("Recall", AccessLevel.Player, new CommandEventHandler(OnCommand));
        }

        [Usage("Recall")]
        [Description("Teleports you to a safe location.")]
        static void OnCommand(CommandEventArgs e)
        {
            var m = e.Mobile;

            if (!Config.AllowUsageIfIsOverloaded && WeightOverloading.IsOverloaded(m))
            {
                m.SendMessage("You can't recall because you are carrying too much weight!");
                return;
            }

            if (!Config.AllowUsageIfIsInCombat && IsInCombat(m))
            {
                m.SendMessage("You can't recall during the heat of battle!");
                return;
            }

            SendSpecialEffects(m);

            m.MoveToWorld(Config.TargetLocation, Config.TargetMap);

            SendSpecialEffects(m);

            if (Config.DecreaseFameIfUsedInCombat && SpellHelper.CheckCombat(m))
                Titles.AwardFame(m, -(m.Fame / 20), true);

            if (Config.BringFollowers)
            {
                var master = m as PlayerMobile;
                var followers = master.AllFollowers;

                if (followers.Count == 0)
                    return;

                foreach (var follower in followers)
                {
                    var mount = follower as IMount;

                    if (mount != null)
                    {
                        if (mount.Rider == master)
                            continue;

                        mount.Rider = null;
                    }

                    if (Config.AffectOnlyControlledFollowers)
                    {
                        var baseCreature = follower as BaseCreature;

                        if (baseCreature != null && !baseCreature.Controlled)
                            continue;
                    }

                    follower.MoveToWorld(master.Location, master.Map);
                }
            }
        }

        static void SendSpecialEffects(Mobile m)
        {
            if (!Config.SpecialEffects)
                return;
           
            m.PlaySound(0x228);

            Effects.SendLocationEffect(new Point3D(m.X + 1, m.Y, m.Z + 4), m.Map, 0x3728, 13);
            Effects.SendLocationEffect(new Point3D(m.X + 1, m.Y, m.Z), m.Map, 0x3728, 13);
            Effects.SendLocationEffect(new Point3D(m.X + 1, m.Y, m.Z - 4), m.Map, 0x3728, 13);
            Effects.SendLocationEffect(new Point3D(m.X, m.Y + 1, m.Z + 4), m.Map, 0x3728, 13);
            Effects.SendLocationEffect(new Point3D(m.X, m.Y + 1, m.Z), m.Map, 0x3728, 13);
            Effects.SendLocationEffect(new Point3D(m.X, m.Y + 1, m.Z - 4), m.Map, 0x3728, 13);
            Effects.SendLocationEffect(new Point3D(m.X + 1, m.Y + 1, m.Z + 11), m.Map, 0x3728, 13);
            Effects.SendLocationEffect(new Point3D(m.X + 1, m.Y + 1, m.Z + 7), m.Map, 0x3728, 13);
            Effects.SendLocationEffect(new Point3D(m.X + 1, m.Y + 1, m.Z + 3), m.Map, 0x3728, 13);
            Effects.SendLocationEffect(new Point3D(m.X + 1, m.Y + 1, m.Z - 1), m.Map, 0x3728, 13);
        }

        static bool IsInCombat(Mobile m)
        {
            foreach (var info in m.Aggressed)
                if ((DateTime.UtcNow - info.LastCombatTime) < Config.CombatHeatDelay)
                    return true;

            foreach (var info in m.Aggressors)
                if ((DateTime.UtcNow - info.LastCombatTime) < Config.CombatHeatDelay)
                    return true;

            return false;
        }
    }
}

Thanks :D
 
Back