[097] OSI Clone Champion Spawn

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DeiviD
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Joined: Mon Jun 19, 2006 4:48 pm

[097] OSI Clone Champion Spawn

Post by DeiviD »

this is one 100% osi clone, standalone package, pretty much plug and play, all you will need to edit is spawns.cfg (or change some timings in control.src, the consts in the top)

Its scripted to be an osi clone, i didnt added the real osi champs/spawns tho cause the distro 097 doesnt have em in yet

btw this is an distro wanabe, and if the scripting is good enought i will be doing other osi-like packages for it

well, contact me incase of any bug (posting here is good enought :) )

oh, and if you use it in your shard, please let me know :)

btw this is a link for uo.stratics champions data: http://uo.stratics.com/content/guides/c ... uide.shtml

and this is an screenshot of it :)
http://i16.photobucket.com/albums/b48/d ... 0b9f5e.jpg
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champspawn.rar
OSI-clone Champion Spawn
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DeiviD
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Post by DeiviD »

no coments? noone tested this yet? :'(
Nosferatu
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Post by Nosferatu »

R u have full worked system
or maybe Manual how to start work that pkg .
thnx
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OldnGrey
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Posts: 657
Joined: Sat Feb 04, 2006 6:26 pm

Post by OldnGrey »

DeiviD,
I works very well. I just finished settling it in to my shard.

To be Distro compatible you'd have to put the consts from control.src into a settings.cfg. No big deal, but they sure do like their settings files.

One other thing I'd suggest. You need to have an altar reset at shard startup otherwise the nextLVLDownCheck time gets out of sync with the skulls. You could do it in the deactivateAltar function or simply pop a few lines right near the top of control.src.
eg:

Code: Select all

var numRedSkulls := CInt(GetObjProperty(altar, "lrskull"));
for i := 1 to numRedSkulls
	destroyLastRedSkull(altar);
endfor
Because I am NOT OSI compliant I also decided to do a few other things like nuke all the monsters when you have levelled all the way down. This also lets players get to the altar and start at the beginning.

Eg:

Code: Select all

function destroyLastRedSkull(altar)
	var lskull := CInt(GetObjProperty(altar, "lrskull"));
	var skulls := array;
	skulls := GetObjProperty(altar, "rskulls");
	if ( !lskull )
		// no skulls, lets nuke the area
		nukeArea(altar);
		return 0;
	endif
	var skull := skulls[lskull];
	DestroyItem(SystemFindObjectBySerial(skull));
	skulls.erase(lskull);

	SetObjProperty(altar, "lrskull", lskull - 1);
	SetObjProperty(altar, "rskulls", skulls);

	return 1;
endfunction

function nukeArea(altar)
	foreach npc in ListMobilesNearLocationEx(altar.x, altar.y, LIST_IGNORE_Z, 32, LISTEX_FLAG_NORMAL + LISTEX_FLAG_HIDDEN, altar.realm)
		if ( npc.npctemplate and GetObjProperty(npc, "champspawn") )
			KillNPC(npc);
			sleepms(20);
		endif
	endforeach
endfunction
The "champspawn" cprop is set when you Create thenpc.


But thanks for the code. I had no idea how it was done and I found your scripts good and easy to follow and certainly would not disgrace the distro.
Well done.
DeiviD
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Post by DeiviD »

wow thanks Old :)

means a lot to have something like that said by you :)

been some time i dont pol script (and it was a hella surprise to see my topic first place in the forum) so i guess i wont be doing the changes - fell free to do so if you want to try to get it to distro :)

also, after playing on osi, i noticed its not a 100% osi close - osi handles activation and deactivation diferently - i like my way of doing it tho :) (osi changes the whole altar color - i just hide the pentagram)
Joey
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Posts: 19
Joined: Sun Jan 03, 2010 9:07 pm

Re: [097] OSI Clone Champion Spawn

Post by Joey »

did this script work on pol99 ? if yea can you explain me how to test it in game.
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