Maybe you could make an attachment that when a player attacks the mob his pet goes wild on him. Kinda keep the balance of the shard by allowing players to atempt to retame it or else they may lose it
take a look at this one
http://xmlspawner.15.forumer.com/index.php?showtopic=713
Arte Your a genius. One thing though Im using Runuo 1.0 and im using your xml spawner for 1.0. I see you scripted it for your new 2.0 xml version. Is there a way i can get it to work with your original version?
QUOTE (Dave1969 @ July 26, 2006 05:30 am) |
Arte Your a genius. One thing though Im using Runuo 1.0 and im using your xml spawner for 1.0. I see you scripted it for your new 2.0 xml version. Is there a way i can get it to work with your original version? |
yeah, the only difference is the calling arguments of the OnArmorHit method.
Just change it in xmlreleasepet.cs from
public override int OnArmorHit(Mobile attacker, Mobile defender, Item armor, BaseWeapon weapon, int damageGiven)
to
public override int OnArmorHit(Mobile attacker, Mobile defender, BaseArmor armor, BaseWeapon weapon, int damageGiven)
and it should be fine under 1.0
Got these errors Arte when i did the line swap
- Error: Scripts\Customs\XmlSpawner2_v307a_1of3\XmlReleasePet.cs: CS0117: (line
174, column 49) 'Server.Mobiles.BaseCreature' does not contain a definition for
'Controlled'
- Error: Scripts\Customs\XmlSpawner2_v307a_1of3\XmlReleasePet.cs: CS0117: (line
177, column 9) 'Server.Mobiles.BaseCreature' does not contain a definition for
Controlled'
just change Controlled to Controled. That was a spelling change between 2.0 and 1.0
Arte i love the attachment. Im not trying to be picky but is there a way the pet can go wild when the pet attacks or defends. Right now it seems your pet will only go wild if the player attacks or defends the monster
QUOTE (Dave1969 @ July 30, 2006 08:01 am) |
Arte i love the attachment. Im not trying to be picky but is there a way the pet can go wild when the pet attacks or defends. Right now it seems your pet will only go wild if the player attacks or defends the monster |
try making this mod in the OnTrigger method
QUOTE |
// is this their pet? if (c != null && (c.ControlMaster == m || c == m) && c.Controlled ) {
|
Thanks Arte. Works like a charm