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#1 Fishing/Some other OSI skills

open
nobody
None
5
2006-08-04
2006-08-04
Anonymous
No

First off let me thank you guys for the work you have
already done. The game plays great, alot like the
days of ole. Having Played UO from SA (1999?) to
present (off an on admittedly).

That said, I'd love some scripting put in to the
spawners, to expand on them.

Fishing/T-hunting would become workable if we had some
spawners for chests.

Fishing itself can mostly be done via dfn's through
the fished up list (MiB's, Nets, T-Maps were all
fished up via serpents, so it's nothing for anyone to
add serpents with specific loot tables to the fished
up list). There's only 3 things I can think of to add
to this to make it perfectly replicate OSI's fishing.

1. Easiest, onclick MIB>SoS
2. System to check if mib is on person (don't even
really have to worry about co-ordinates, that always
just gave fishermen night mares anyway)
3. Scripting for Tchest lvl 1-3 (unlocked or heck even
locked who cares), the dfn for the tchest drops can be
filled in by the player even, that's easy enough, but
we would need the ability to have several different
drop lists.

More specifically the ability to use multiple lists,
and random 5-15 entries from each list. (since they
contained xregs, xgems, xitems, xscrolls and xgold
#depending on what lvl the chest was).

With that half the scripting for t-hunts would be
done, again even forget about making co-ordinates if
that makes it easier, but the players would need to be
able to add spawn lists and items lists to those as
well.

Getting focus working would be fabulous, that dex loss
from using fast weapons really kills without Focus.
I've tried to find where Meditation was done to just
convert it over to focus, but could only find the
activly Meditating JS. Where I'd need the passively
Meditating script to dup for focus. FYI Focus gives
sta regen and minor mana regen.

Itemization would be alot easier if we could add
things with a random tag. Make a list of affects and
have the item call upon that list when creating the
item to determine what affect got spit out. Would
kinda need to have the ability to do +skill, +mindmg
+maxdmg, +def and stuff, so that might take more
coding than it'd be worth but it sure would make
itemization hella easier. (might require items to auto
number the new items it spits out, which then might
make it impossible to avoid duplicate #'s for the same
items).

Thanks in advance for at least reading, and maybe
laughing at my stupidity :0)~

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