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Anything regarding UO or Age of Valor
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Death
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Post by Death »

Krakens can walk on land?: That they can. They pull themselves up with their tentacles.

Chests still seem to spawn in front of doors: This is red's cue to flip out.

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Post by jrhather »

Seer Death wrote:Krakens can walk on land?: That they can. They pull themselves up with their tentacles.
Granted.... but then they should die from lack of suitable breathing water. :)

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Post by Red Squirrel »

Seer Death wrote: Chests still seem to spawn in front of doors: This is red's cue to flip out.
Yeah I gave up on that. tons of code to prevent it from happening and it STILL does, then I add more code and it STILL does, only on production though, never when I test it. When I get the chance I'll add an option to explode them or something. (you'd loose like 50% of its contents by doing that)

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Post by Death »

Red Squirrel wrote:
Seer Death wrote: Chests still seem to spawn in front of doors: This is red's cue to flip out.
Yeah I gave up on that. tons of code to prevent it from happening and it STILL does, then I add more code and it STILL does, only on production though, never when I test it. When I get the chance I'll add an option to explode them or something. (you'd loose like 50% of its contents by doing that)
I'd make it more like explode all the contents but have a chance for some of them to drop to the ground. Also, it's more of a problem for ghosts.

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Post by jrhather »

Seer Death wrote:
Red Squirrel wrote:
Seer Death wrote: Chests still seem to spawn in front of doors: This is red's cue to flip out.
Yeah I gave up on that. tons of code to prevent it from happening and it STILL does, then I add more code and it STILL does, only on production though, never when I test it. When I get the chance I'll add an option to explode them or something. (you'd loose like 50% of its contents by doing that)
I'd make it more like explode all the contents but have a chance for some of them to drop to the ground. Also, it's more of a problem for ghosts.
Agreed. A simple context menu to remove the chest would work. Or better yet, a 'respawn' option where clicking it would respawn the chest in a random direction some-odd tiles away.

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Post by Red Squirrel »

Context menues use clilocs unfortunatly.

But by spawning in front of doors do you mean entrances or actual doors? Since this is the code here, so I really don't know how its spawning in front of doors still.

Code: Select all

		//deletes the chest if it did not spawn in a legal location
		public void CheckLocation()
		{
			bool invalid=false;
			foreach( object o in this.GetObjectsInRange( 2 ) )
			{		
				if (o is Moongate || o is Teleporter || o is BaseDoor)
				{
					invalid=true;
				}
				else if(o is StaticTarget)
				{
					StaticTarget st = o as StaticTarget;
					
					ItemData id = TileData.ItemTable[st.ItemID & 0x3FFF];
					
					if(id.Height>5)invalid=true;
				}
			}
			
			
			
			for(int x=-2;x<=2;x++)
			{
				for(int y=-2;y<=2;y++)
				{
				int avz = Map.GetAverageZ( X+x, Y+y );
				
					if(((avz-2)>Z)||(((avz+2)<Z)))
					{
					invalid=true;
					break;
					}
				
				}
			}

			if(invalid)Delete();			
		}
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Post by jrhather »

Y'know that door that leads to the gate that goes to the Elder Gazers in Shame? The one that has all those poison elementals in front?

Yeah. That one. Spawned right up against it.

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Post by jrhather »

http://uo.stratics.com/content/skills/stealth.shtml

I guess this is out of date? I've got 110 stealth and can only take 10 steps.

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Post by Death »

jrhather wrote:http://uo.stratics.com/content/skills/stealth.shtml

I guess this is out of date? I've got 110 stealth and can only take 10 steps.
Ya stratics is likely out of date. The 10 steps is likely just when the stealth check is done (If it is in fact, 10 steps). So you can take 10 steps but on your eleventh step, you'll have another stealth check. If you fail your stealth check you are either:

1) Running
2) Wearing heavy (Noisy) armor.

Best to wear cloth or leathers to be able to stealth easily.

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Post by jrhather »

i just insured my new repond tally....
the message tells me i insured it, but it doesn't say 'insured' on the tally.

why'd you guys mess with the bless anyways?

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Post by DOCTOR THUNDER »

best way to test that is make a small house in fel, duel client and kill yourself. If you can loot it, then the insure is broken.

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Post by Red Squirrel »

You don't need to insure talismans, they're always blessed like spellbooks. Just need to equip it once to apply it. Reason for this is if I bless them right off the bat then they'd never drop off mobs. So when you get a talisman just equip and it will bless. No need to insure.

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Post by Death »

Red Squirrel wrote:You don't need to insure talismans, they're always blessed like spellbooks. Just need to equip it once to apply it. Reason for this is if I bless them right off the bat then they'd never drop off mobs. So when you get a talisman just equip and it will bless. No need to insure.
Or to avoid confusion, we can make them insured as it was originally intended and reserve the blessing for the "owned by nobody" talismans.

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Post by Red Squirrel »

Doubt that would go through very well... best to just make the "owned by" for the quest ones strictly and just have them all blessed by default.

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Post by Death »

Red Squirrel wrote:Doubt that would go through very well... best to just make the "owned by" for the quest ones strictly and just have them all blessed by default.
We did have a poll and people were in favor of it.

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Post by jrhather »

K... so I'm trying to craft an abbatoir.

174 boards in my pack, 40 shadow ingots (does it retain colour? and which material would be the colourant?)


using the mallet & chisel.... says I don't have enough boards.


so yeah....

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Post by Red Squirrel »

Great, not again. I can't stand craft system, its such a royal mess.

The colorant is usually the primary material of that skill, but sometimes that screws up too...

And you did have boards and not logs right? since it wants logs to be already cut, thats normal.

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Post by jrhather »

yeah i had boards

didn't try it with logs

its the stonecrafting tool...maybe i need 100 stone instead and its just misnamed?

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Post by Death »

jrhather wrote:K... so I'm trying to craft an abbatoir.

174 boards in my pack, 40 shadow ingots (does it retain colour? and which material would be the colourant?)


using the mallet & chisel.... says I don't have enough boards.


so yeah....
Isn't abbatoir in stonecrafting/masonry because it's made from stone? If so, it should be taking granite and not logs/boards for coloring. If you want to create a wood colored item, make a pentagram or arcane circle.

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Post by jrhather »

Seer Death wrote:
jrhather wrote:K... so I'm trying to craft an abbatoir.

174 boards in my pack, 40 shadow ingots (does it retain colour? and which material would be the colourant?)


using the mallet & chisel.... says I don't have enough boards.


so yeah....
Isn't abbatoir in stonecrafting/masonry because it's made from stone? If so, it should be taking granite and not logs/boards for coloring. If you want to create a wood colored item, make a pentagram or arcane circle.
Point is, the gump asked for wood and ingots.

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Post by Death »

jrhather wrote:
Seer Death wrote:
jrhather wrote:K... so I'm trying to craft an abbatoir.

174 boards in my pack, 40 shadow ingots (does it retain colour? and which material would be the colourant?)


using the mallet & chisel.... says I don't have enough boards.


so yeah....
Isn't abbatoir in stonecrafting/masonry because it's made from stone? If so, it should be taking granite and not logs/boards for coloring. If you want to create a wood colored item, make a pentagram or arcane circle.
Point is, the gump asked for wood and ingots.
Probably because it was just ported over to the masonry system but the ingredient listings stayed the same.

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Post by jrhather »

which creatures exactly are the flame, ice and mage slayers for?[/b]

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Post by Red Squirrel »

This is all creatures as of now that are affected by flame:

new SlayerEntry(SlayerName.Flame,typeof(FireBeetle), typeof(FireElemental),typeof(FireSteed),typeof(HellHound), typeof(HellCat),typeof(LavaLizard),typeof(LavaSerpent), typeof(LavaSnake),typeof(humusminion),typeof(Humus), typeof(Phoenix),typeof(Pyrolisk),typeof(Pyre)),

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Post by Death »

Currently:

Mage Slayer (Mage slayer is a slayer that applies to magery casting monsters. This only applies if the monster is a designated mage (Usually humanoid form). For example, lich and evil mages have a humanoid form and ophidian shaman are designated mages. Although monsters such as dragons, balrons and daemon cast magic, they do not fall under the "mage" scenario):
Lich, LichLord, AncientLich, BoneMagi, EvilMage, EvilMageLord, SkeletalMage, OrcishMage, RatmanMage, KhaldunSummoner, SeaHag, MasterMikael, MasterJonath MasterTheophilus

Ice Slayer (Ice slayer is a slayer that applies to cold associated creatures. A good majority of creatures in ice dungeon fall under this slayer group. Ironically, white wyrms don't fall under this group):
FrostOoze, FrostSpider, FrostTroll, Giant IceWorm, IceElemental, IceFiend, IceSnake, LadyOfTheSnow, PolarBear, SnowElemental, SnowLeopard

Both of the lists are definitely not complete (Ice especially). One day I will be going through the slayer listings and adding the missing ones.

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Post by jrhather »

y'know....

this info would look great in the content DB ;)

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