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[RunUO 2.0 RC1] Xanthos Evo System

milva

Sorceror
Vythic;819849 said:
Original Post removed.

Using the [add command, why are there no entries for a dragon or daemon eggs? I found a Merc deed and Hiryo egg and that's it. Any ideas?

For the dragon egg it is RaelisDragonEgg, checking inside the scripts will show you the names of Hiryu and any others in there :p
 

milva

Sorceror
magikato;826892 said:
i have installed evosys2.1in the dat files sys of run2.0,fsat2.0 ,modfiles,utilities files,and the xanthos.rar files i have the shrink sys working .great job i love it.. now i need to get the evo sys working i have installed all the files in the prospetive places(i hope ) and i get no error messages but i also dont get the evo sys is there a posability that i am missing something? mybe some files or placed something in the wrong place? thks.

Did you place the Evo Package in your custom folder? And you did unzip this correct?
 

milva

Sorceror
Yozzik;840903 said:
I`ve got a hiryu of the last stage. Clicking on it, choosing "breed" and targetting hiryu that has no gump "'check/breed".
In that case i`ve got "That is not a pet".

Tell me please with what kind of hiryu i`ve got to breed my own?

Evos can't be breed until they are Ancient- so both evos will need to be ancient. Where did you install the Evo Package?
 

romanthebrain

Sorceror
Did anybody know how can i set up that the pets are always wonderfully happy because the funtion wonderfully happy = true doesnt take an effect.
 

koryn

Sorceror
ok im using this system its realy greate but now i figure out that the dragon doesnt get EP by hiting enemy but by gaining damage. Can anyone help me fix it out ?

Im using RunUO 2 Final and Xantos Evo system 2.1
 

milva

Sorceror
koryn;845401 said:
ok im using this system its realy greate but now i figure out that the dragon doesnt get EP by hiting enemy but by gaining damage. Can anyone help me fix it out ?

Im using RunUO 2 Final and Xantos Evo system 2.1

Did you work the dragon on Elemental Trainer first? this takes it to a certain level- sort of starts it out
 

koryn

Sorceror
yes i know but not the level is not problem problem is gaining EP by geting damage not give damage... so if my dragon hit somebody there is 0 EP if somebody hit my dragon then he get certain amout of EP ,,,, so i need to swap it :)
 

Deimos

Page
romanthebrain;849263 said:
Any answer for this problem ?



I hope you can help me

From memory, you just open up dragonevospec.cs and change this line...

m_AlwaysHappy = false;
to
m_AlwaysHappy = true;
 

Deimos

Page
koryn;845750 said:
yes i know but not the level is not problem problem is gaining EP by geting damage not give damage... so if my dragon hit somebody there is 0 EP if somebody hit my dragon then he get certain amout of EP ,,,, so i need to swap it :)

Open DragonEvo.cs

Look for these two lines

public override bool AddPointsOnDamage { get { return true; } }
public override bool AddPointsOnMelee { get { return false; } }

Change them to..

public override bool AddPointsOnDamage { get { return false; } }
public override bool AddPointsOnMelee { get { return true; } }
 

romanthebrain

Sorceror
From memory, you just open up dragonevospec.cs and change this line...

m_AlwaysHappy = false;
to
m_AlwaysHappy = true;


I know this, but it doesnt take an effect ....

or where can i slower the loyality timer down?


it doesnt work !!!

here is my dragonevospec.cs

PHP:
using System;
using Server;

namespace Xanthos.Evo
{
	public sealed class RaelisDragonSpec : BaseEvoSpec
	{
		RaelisDragonSpec()
		{
            
			m_CanAttackPlayers = false;
			m_Tamable = false;
			m_MinTamingToHatch = 99.9;	
			m_GuardianEggOrDeedChance = .01;
			m_AlwaysHappy = false;
			m_MaxEvoResistance = 100;
			m_Skills = new SkillName[7] { SkillName.Magery, SkillName.EvalInt, SkillName.Meditation, SkillName.MagicResist, SkillName.Tactics, SkillName.Wrestling, SkillName.Anatomy };
			m_MinSkillValues = new int[7] { 50, 50, 50, 20, 20, 20, 20 };
			m_MaxSkillValues = new int[7] { 120, 120, 120, 120, 120, 120, 120 };
			m_Stages = new BaseEvoStage[] { new RaelisDragonStageOne(), new RaelisDragonStageTwo(), new RaelisDragonStageThree(), new RaelisDragonStageFour(), new RaelisDragonStageFive(), new RaelisDragonStageSix(), new RaelisDragonStageSeven() };
		}

		public static RaelisDragonSpec Instance { get { return Nested.instance; } }
		class Nested { static Nested() { } internal static readonly RaelisDragonSpec instance = new RaelisDragonSpec();}
	}	

	public class RaelisDragonStageOne : BaseEvoStage
	{
		public RaelisDragonStageOne()
		{
			Title = "";
			EvolutionMessage = "has evolved";
			NextEpThreshold = 25000; EpMinDivisor = 10; EpMaxDivisor = 5; DustMultiplier = 20000;
			BaseSoundID = 219; BodyValue = 52; ControlSlots = 2; MinTameSkill = 99.9; VirtualArmor = 30;
			Hue = 1175;

			DamagesTypes = new ResistanceType[1] { ResistanceType.Physical };
			MinDamages = new int[1] { 10 };
			MaxDamages = new int[1] { 10 };

			ResistanceTypes = new ResistanceType[1] { ResistanceType.Physical };
			MinResistances = new int[1] { 15 };
			MaxResistances = new int[1] { 15 };

			DamageMin = 20; DamageMax = 25;
			StrMin = 380; StrMax = 400; DexMin = 50; DexMax = 60; IntMin = 130; IntMax = 150;
		}
	}

	public class RaelisDragonStageTwo : BaseEvoStage
	{
		public RaelisDragonStageTwo()
		{
			Title = "";
			EvolutionMessage = "has evolved";
			NextEpThreshold = 75000; EpMinDivisor = 20; EpMaxDivisor = 10; DustMultiplier = 20000;
			BaseSoundID = 219; BodyValue = 89; ControlSlots = 2; MinTameSkill = 99.9; VirtualArmor = 40;
			Hue = 1175;
		
			DamagesTypes = new ResistanceType[1] { ResistanceType.Physical };
			MinDamages = new int[1] { 11 };
			MaxDamages = new int[1] { 11 };

			ResistanceTypes = new ResistanceType[1] { ResistanceType.Physical };
			MinResistances = new int[1] { 20 };
			MaxResistances = new int[1] { 20 };

			DamageMin = 25; DamageMax = 30;
			StrMin = 530; StrMax = 550; DexMin = 60; DexMax = 70; IntMin = 180; IntMax = 200;
		}
	}

	public class RaelisDragonStageThree : BaseEvoStage
	{
		public RaelisDragonStageThree()
		{
			Title = "";
			EvolutionMessage = "has evolved";
			NextEpThreshold = 175000; EpMinDivisor = 30; EpMaxDivisor = 20; DustMultiplier = 20000;
			BaseSoundID = 90; BodyValue = 206; ControlSlots = 2; MinTameSkill = 99.9; VirtualArmor = 50;
			Hue = 1175;

			DamagesTypes = new ResistanceType[1] { ResistanceType.Physical };
			MinDamages = new int[1] { 12 };
			MaxDamages = new int[1] { 12 };

			ResistanceTypes = new ResistanceType[1] { ResistanceType.Physical };
			MinResistances = new int[1] { 30 };
			MaxResistances = new int[1] { 30 };

			DamageMin = 30; DamageMax = 35;
			StrMin = 680; StrMax = 700; DexMin = 70; DexMax = 80; IntMin = 230; IntMax = 250;
		}
	}

	public class RaelisDragonStageFour : BaseEvoStage
	{
		public RaelisDragonStageFour()
		{
			Title = "";
			EvolutionMessage = "has evolved";
			NextEpThreshold = 3750000; EpMinDivisor = 50; EpMaxDivisor = 40; DustMultiplier = 20000;
			BaseSoundID = 362; BodyValue = 60; ControlSlots = 3; MinTameSkill = 99.9; VirtualArmor = 60;
			Hue = 1175;
		
			DamagesTypes = new ResistanceType[1] { ResistanceType.Physical };
			MinDamages = new int[1] { 13 };
			MaxDamages = new int[1] { 13 };

			ResistanceTypes = new ResistanceType[1] { ResistanceType.Physical };
			MinResistances = new int[1] { 40 };
			MaxResistances = new int[1] { 40 };

			DamageMin = 35; DamageMax = 40;
			StrMin = 830; StrMax = 850; DexMin = 80; DexMax = 90; IntMin = 280; IntMax = 300;
		}
	}

	public class RaelisDragonStageFive : BaseEvoStage
	{
		public RaelisDragonStageFive()
		{
			Title = "";
			EvolutionMessage = "has evolved";
			NextEpThreshold = 7750000; EpMinDivisor = 160; EpMaxDivisor = 40; DustMultiplier = 20000;
			BaseSoundID = 362; BodyValue = 59; ControlSlots = 3; MinTameSkill = 99.9; VirtualArmor = 70;
			Hue = 1175;
		
			DamagesTypes = new ResistanceType[1] { ResistanceType.Physical };
			MinDamages = new int[1] { 14 };
			MaxDamages = new int[1] { 14 };

			ResistanceTypes = new ResistanceType[1] { ResistanceType.Physical };
			MinResistances = new int[1] { 50 };
			MaxResistances = new int[1] { 50 };

			DamageMin = 40; DamageMax = 45;
			StrMin = 980; StrMax = 1000; DexMin = 90; DexMax = 100; IntMin = 330; IntMax = 350;
		}
	}

	public class RaelisDragonStageSix : BaseEvoStage
	{
		public RaelisDragonStageSix()
		{
			Title = "";
			EvolutionMessage = "has evolved";
			NextEpThreshold = 15000000; EpMinDivisor = 540; EpMaxDivisor = 480; DustMultiplier = 20000;
			BaseSoundID = 362; BodyValue = 46; ControlSlots = 4; MinTameSkill = 99.9; VirtualArmor = 90;
			Hue = 1175;

			DamagesTypes = new ResistanceType[1] { ResistanceType.Physical };
			MinDamages = new int[1] { 15 };
			MaxDamages = new int[1] { 15 };

			ResistanceTypes = new ResistanceType[1] { ResistanceType.Physical };
			MinResistances = new int[1] { 70 };
			MaxResistances = new int[1] { 70 };

			DamageMin = 45; DamageMax = 50;
			StrMin = 1130; StrMax = 1150; DexMin = 110; DexMax = 130; IntMin = 380; IntMax = 400;
		}
	}

	public class RaelisDragonStageSeven : BaseEvoStage
	{
		public RaelisDragonStageSeven()
		{
			Title = "The Ancient Dragon";
			EvolutionMessage = "has evolved to its highest form and is now an Ancient Dragon";
			NextEpThreshold = 0; EpMinDivisor = 740; EpMaxDivisor = 660; DustMultiplier = 20000;
			BaseSoundID = 362; BodyValue = 172; ControlSlots = 4; MinTameSkill = 99.9; VirtualArmor = 110;
			Hue = 1175;
		
			DamagesTypes = new ResistanceType[1] { ResistanceType.Physical };
			MinDamages = new int[1] { 16 };
			MaxDamages = new int[1] { 16 };

			ResistanceTypes = new ResistanceType[1] { ResistanceType.Physical };
			MinResistances = new int[1] { 90 };
			MaxResistances = new int[1] { 90 };

			DamageMin = 50; DamageMax = 55;
			StrMin = 1380; StrMax = 1400; DexMin = 130; DexMax = 150; IntMin = 530; IntMax = 550;
		}
	}
}
 

milva

Sorceror
We found the higher taming needed for the pet more hungry they are- had our taming and lore at 120 each needed, they had to be feed alot! Changed skill and lore each to 115 now it works much better.
 

tass23

Page
How can we check the stats on our mercenaries? They are not an animal, so Animal Lore doesn't work. I tried to use Item Identification and it caused a server crash, so I won't be trying that again.
 

tass23

Page
Okay, I have another question:
In the case of the Guardian Dragon, is it possible to have the loot rules set like OSI's were for the Peerless events? For example on Lady Mel, if you did so much damage you had access to so much of the loot. The reason I'm asking this is because the Guardian Dragon is pretty monsterous as far as mobs go. over 28K HPs and it heals constantly, it's a tough fight. I can't imagine any player being able to solo this mob. So, in that aspect, it is going to be a group effort, in which case, if an egg dropped, everyone would be fighting over it.

Or

Would it be easier to set it up like champ spawn loot, where the egg drops into someone's pack during the champ spawn, or after the champ has been killed.
I considered taking bits and pieces of script from champspawn.cs, and other places to try and get this working one way or the other, but I'm open to suggestions.
 
Is there a way you can set the Mercs up so that when they use archery they will stay back and shoot the arrows instead of running right up to their target?
 

Pure Insanity

Sorceror
I believe stuff like that is handled by the AI...but I could be wrong. But that doesn't mean you can't do what you want...just means it'll be slightly tricky.
 

tass23

Page
Just a heads up. Mercs can be ranged, but apparently, they use no arrows at all, or bolts. Lucky them eh, not having to carry arrows and bolts. I haven't quite figured this one out yet, but it seems that players on my shard are "forcing" the Mercs to use ranged weapons. They are putting them on a boat, giving them the ranged weapon, and pulling a mob to the shore.
 
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