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Форум » Ultima Online » General Discussion / Обсуждение » SA Mini Champ Question (Sa Mini champ)
SA Mini Champ Question
SkaroДата: Понедельник, 14.03.2011, 02:20 | Сообщение # 1
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Sorru i do not speak Russian but i would like to nag the brain of the scriptors behind this project.
For quite some time i have been pissed off with Ryan and the rest of the runuo team with the complete lack on compatancy.

I have been working on trying to get the SA package to work within the crappy code and i am getting there.

I am currently righting the mini chams systems and was wondering if you could explain the way it is ment to be written?

Code
- <Spawns>
- <Points>
   <Name>CrimsonVeinsMc</Name>  
   <UniqueId>fecf3b47-6b8f-42f9-93e8-79dc6279132b</UniqueId>  
   <Map>TerMur</Map>  
   <X>956</X>  
   <Y>143</Y>  
   <Width>36</Width>  
   <Height>36</Height>  
   <CentreX>974</CentreX>  
   <CentreY>161</CentreY>  
   <CentreZ>-11</CentreZ>  
   <Range>25</Range>  
   <MaxCount>18</MaxCount>  
   <MinDelay>3</MinDelay>  
   <MaxDelay>4</MaxDelay>  
   <DelayInSec>True</DelayInSec>  
   <Duration>0</Duration>  
   <DespawnTime>0</DespawnTime>  
   <ProximityRange>-1</ProximityRange>  
   <ProximityTriggerSound>500</ProximityTriggerSound>  
   <TriggerProbability>1</TriggerProbability>  
   <InContainer>False</InContainer>  
   <MinRefractory>0</MinRefractory>  
   <MaxRefractory>0</MaxRefractory>  
   <TODStart>0</TODStart>  
   <TODEnd>0</TODEnd>  
   <TODMode>0</TODMode>  
   <KillReset>100</KillReset>  
   <ExternalTriggering>False</ExternalTriggering>  
   <SequentialSpawning>1</SequentialSpawning>  
   <AllowGhostTriggering>False</AllowGhostTriggering>  
   <AllowNPCTriggering>False</AllowNPCTriggering>  
   <SpawnOnTrigger>False</SpawnOnTrigger>  
   <SmartSpawning>False</SmartSpawning>  
   <Team>0</Team>  
   <Amount>1</Amount>  
   <IsGroup>False</IsGroup>  
   <IsRunning>True</IsRunning>  
   <IsHomeRangeRelative>True</IsHomeRangeRelative>  
   <Objects2>FireAnt:MX=3:SB=1:RT=0:TO=0:KL=50:RK=0:CA=1:DN=-1:DX=-1:SP=1:PR=-1:OBJ=LavaSnake:MX=3:SB=1:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP =1:PR=-1:OBJ=LavaLizard:MX=3:SB=1:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:PR=-1:OBJ=FireGargoyle:MX=3:SB=2:RT=0:TO=1:KL=20:RK=0:CA=1:DN=0. 3:DX=0.3:SP=1:PR=-1:OBJ=Efreet:MX=3:SB=2:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:PR=-1:OBJ=LavaElemental:MX=1:SB=3:RT=0:TO=2:KL=10:RK=0:CA =1:DN=0.5:DX=0.5:SP=1:PR=-1:OBJ=FireDaemon:MX=1:SB=3:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:PR=-1:OBJ=FireElementalRenowned:MX=1:SB=4:RT= 0:TO=0:KL=1:RK=0:CA=1:DN=-1:DX=-1:SP=1:PR=-1</Objects2>  
   </Points>
   </Spawns>

I decided to write it within a XML file but after testing it released its nothing like the osi system.

I was thinking about making it like a spawn node in the guanglet dungeon where you need a certain number of kills for each level but again i am unsure if this would give me the results i am looking for.
I am not asking for code on how to do this but more like a formular on how it should be done correctly.

Regards

Skaro

 
ruosiДата: Четверг, 17.03.2011, 11:06 | Сообщение # 2
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Quote (Skaro)

I am currently righting the mini chams systems and was wondering if you could explain the way it is ment to be written?

I decided to write it within a XML file but after testing it released its nothing like the osi system.

I was thinking about making it like a spawn node in the guanglet dungeon where you need a certain number of kills for each level but again i am unsure if this would give me the results i am looking for.
I am not asking for code on how to do this but more like a formular on how it should be done correctly.

Regards

Skaro


Is it XML Spawner format? If yes - you think right wink Anyway SA mini champ system is complex and should be done with it's own engine. Look at current champ system - it has the same style but without altar, candles and level decreasing. Also goblin mini has two bosses - you should handle 2 bosses in champ engine. Doom Gauntlet engine was designed for 6 bosses but not for waves of monsters.
 
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