Hammerhand
Knight
The New & Improved Archeological ver 2.0 system..by Hammerhand
Assistance by Vorspire, Thagoras, PigPen-divinity, Daat99 and whoever else tossed in their 2 cents. You folks kept me plugging away at it until it actually worked like I wanted. Thankyou.
Players can dig in an Archeological region (that you need to set up) for treasure from the past, or just dig in the sand if you dont want to do a region.
It starts off as a small quest to recover the Logbook of old Archeologist John Aubrey (1626 - 1697) from a band of graverobbers. When returned, the Archeologist gives the player an Archeologists Pack containing 2 Archeological Brushes and a book to learn how to dig for artifacts. This requires 100 mining to learn.
Each of the artifacts found bears the label of "Recovered from an Archeological site", just like you would get when fishing with an SOS. All the items are deco, for display and/or sale only.
System is set to mine sand tiles only and can be done by region (which you will have to create yourself) or any sand areas. A suggested site for a region would be near the Forgotten Pyramid in Malas.
The graverobbers are all pretty much identical in stats & title, including the leader who actually drops the Logbook. You cant tell which is the leader until you kill him/her and check the loot. And then it isnt dropped every time. I suggest spawning several graverobbers and only 1 GRLeader. The rate for getting an artifact is a bit faster than that of getting sand with an unmodified mining.cs. AKA... slightly faster than "Once in a Blue Moon" which should serve to make the artifacts rare. Should also provide hours of hearing "I cant get ANYTHING!" from your players. Archeological Brushes come with 10 uses each and are not craftable. Once the player has used them up, they need to do the quest again to get more.
I have added several misc items into the mix as well so that players wont just get artifacts. In fact, they might only get 1 or 2 artifacts per brush, or none at all. The system will also now consume 1 use each time the brush is used, whether the player gets an item, artifact or nothing at all.This should serve to make the labeled Archeological items more valuable, because they'll be much more rare than my original system.
(ArcheologicalDigRegion not included)
Requires 2 small PlayerMobile edits.
In PlayerMobile.cs / Enums
Archeology = 0x008000000,
then farther down in the Player Flags region
[CommandProperty(AccessLevel.GameMaster)]
public bool Archeology
{
get { return GetFlag(PlayerFlag.Archeology); }
set { SetFlag(PlayerFlag.Archeology, value); }
One version is for those that wish to set up an exclusive region & the other is for those that would rather have the mining work on ANY sand. Compiled & tested on a RunUO 2.2 test server.
Hope you enjoy this new version. Its a bit more involved, or should I say EVOLVED than the original.
*Edit* Both files reloaded with Mortis' addition. Now they tell you when the tool "poofs".
*Edit #2* Removed melted wax & replaced with dice & cups due to wax set movable false.
Assistance by Vorspire, Thagoras, PigPen-divinity, Daat99 and whoever else tossed in their 2 cents. You folks kept me plugging away at it until it actually worked like I wanted. Thankyou.
Players can dig in an Archeological region (that you need to set up) for treasure from the past, or just dig in the sand if you dont want to do a region.
It starts off as a small quest to recover the Logbook of old Archeologist John Aubrey (1626 - 1697) from a band of graverobbers. When returned, the Archeologist gives the player an Archeologists Pack containing 2 Archeological Brushes and a book to learn how to dig for artifacts. This requires 100 mining to learn.
Each of the artifacts found bears the label of "Recovered from an Archeological site", just like you would get when fishing with an SOS. All the items are deco, for display and/or sale only.
System is set to mine sand tiles only and can be done by region (which you will have to create yourself) or any sand areas. A suggested site for a region would be near the Forgotten Pyramid in Malas.
The graverobbers are all pretty much identical in stats & title, including the leader who actually drops the Logbook. You cant tell which is the leader until you kill him/her and check the loot. And then it isnt dropped every time. I suggest spawning several graverobbers and only 1 GRLeader. The rate for getting an artifact is a bit faster than that of getting sand with an unmodified mining.cs. AKA... slightly faster than "Once in a Blue Moon" which should serve to make the artifacts rare. Should also provide hours of hearing "I cant get ANYTHING!" from your players. Archeological Brushes come with 10 uses each and are not craftable. Once the player has used them up, they need to do the quest again to get more.
I have added several misc items into the mix as well so that players wont just get artifacts. In fact, they might only get 1 or 2 artifacts per brush, or none at all. The system will also now consume 1 use each time the brush is used, whether the player gets an item, artifact or nothing at all.This should serve to make the labeled Archeological items more valuable, because they'll be much more rare than my original system.
(ArcheologicalDigRegion not included)
Requires 2 small PlayerMobile edits.
In PlayerMobile.cs / Enums
Archeology = 0x008000000,
then farther down in the Player Flags region
[CommandProperty(AccessLevel.GameMaster)]
public bool Archeology
{
get { return GetFlag(PlayerFlag.Archeology); }
set { SetFlag(PlayerFlag.Archeology, value); }
One version is for those that wish to set up an exclusive region & the other is for those that would rather have the mining work on ANY sand. Compiled & tested on a RunUO 2.2 test server.
Hope you enjoy this new version. Its a bit more involved, or should I say EVOLVED than the original.
*Edit* Both files reloaded with Mortis' addition. Now they tell you when the tool "poofs".
*Edit #2* Removed melted wax & replaced with dice & cups due to wax set movable false.