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Ridable Wolf
https://ryandor.com/forum/viewtopic.php?f=2&t=1883
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Author:  gawin [ Wed Jul 28, 2004 6:43 pm ]
Post subject:  Ridable Wolf

ok here we go as ive been burried im my little part of the world getting it ready to go public I decided to venture into the world of custom GFX. I know have about x the number of grey hairs as i did before doing this,

my problem is this.

I used MulBuilder and patched into my verdata the anims for the ridable wolf. if i view the verdata through MulBuilder its thier and also if i view it from inside UO its thier in a low Detail creture.

here are the details from inside uo

Model Number: 266 (0x10A)
Index: 6079 (0x17BF)
Handle: 26290 (0x66B2)

i put the verdata and tiledata into my server as well as my client

i wrote a script //

using System;
using Server.Items;
using Server.Mobiles;

namespace Server.Mobiles
{
[CorpseName( "a giant wolf corpse" )]
[TypeAlias( "Server.Mobiles.GiantWolf" )]
public class GiantWolf : BaseMount
{
[Constructable]
public GiantWolf() : this( "a giant wolf" )
{
}
[Constructable]
public GiantWolf( string name ) : base( name, 266, 0x3B2B, AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Body = 266;
Name = "a giant wolf";
BaseSoundID = 0xE5;
//Hue = 1153;

SetStr( 116, 140 );
SetDex( 81, 105 );
SetInt( 26, 50 );

SetHits( 210, 218 );
SetMana( 0 );

SetDamage( 22, 38 );

SetDamageType( ResistanceType.Physical, 100 );

SetResistance( ResistanceType.Physical, 25, 35 );
SetResistance( ResistanceType.Cold, 60, 80 );
SetResistance( ResistanceType.Poison, 15, 25 );
SetResistance( ResistanceType.Energy, 10, 15 );

SetSkill( SkillName.MagicResist, 75.1, 80.0 );
SetSkill( SkillName.Tactics, 75.1, 90.0 );
SetSkill( SkillName.Wrestling, 95.1, 100.0 );

Fame = 1500;
Karma = 0;

VirtualArmor = 30;

Tamable = true;
ControlSlots = 2;
MinTameSkill = 92.1;
}

public override int Meat{ get{ return 2; } }
public override int Hides{ get{ return 16; } }
public override FoodType FavoriteFood{ get{ return FoodType.Fish | FoodType.Meat; } }

public GiantWolf( Serial serial ) : base( serial )
{
}

public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );

writer.Write( (int) 0 );
}

public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );

int version = reader.ReadInt();
}
}
}

now when i [add giantwolf i see nothing its thier the server says its thier can see it with allnames and it has the rite stats.

any clues on what i am doing wrong

Gawin

Author:  Dian [ Thu Jul 29, 2004 2:47 am ]
Post subject: 

hm, I dont think it will make the difference, but you have a dec. # 266 in the code, try
Code:
public GiantWolf( string name ) : base( name, [b]0x10A[/b], 0x3B2B, AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )


You might want to make sure your clients really reading the verdata too. Try making an animal in game, pull its health bar out, and in its properties, change the body value ID to the 266, or 0x10A. Keeping the health bar out will ensure if its invisible, you can still delete it, or target it.

And, Im sure your not using it, but the 3D client wont read a verdata.mul file.

Author:  gawin [ Fri Jul 30, 2004 12:42 am ]
Post subject: 

im using 2d

i found one problem the tile data id is 3b2b so i changed that

in the script now

in the tile data i have it set for article A asuming thats animation because all the other critters in tile data are the same

also set layer to 25 and it generated a gump of 945

im shooting in the dark here as i have never done any of this before and im trying to read this off a french site through bable fish not going so well

i keep seeing this pop up it says the gump/anim is 945 now becausse this is a totaly new animation i keep seeing something about editing your body.def but i am not shure what or where this goes or would it be easyer to replace say one of the wolves already in the game


thanks

gawin

Author:  Echo [ Sat Aug 14, 2004 1:31 am ]
Post subject: 

Ok, I managed to get this to work, but it took ALOT of work.

First of all, for some reason new low detail creatures wont show up in AOS. So the Wolf has to be converted to a high detail creature, I did this by taking another cutom animation and replacing every single .dat file.

now, besides the high detail creature, the wolf has to be created as a mount, like the Polar Bear and Drake, under ther Persons and Accesories I think its called. Once again, I used another custom mount and used michelangelo to replace all the .dat files.

Now once you have your mount and creature animations, you need to make the game able to see them. my mount animation was in body 436, which was empty, so it worked right away. But the creature was in slot 25 (shown as 24 in InsideUO).

In body.def you can see that slot 25 is being used for the grey wolf. So I took slot 23, and changed it to point to animation 25 using body.def.
Slot 23 used to be the direwolf, but to correct this, I editted the direwolf RunUO script to point to body 225 (basic wolf) and changed the hue in the script, rather than having it be done in body.def.

After this, I editted tiledata to include the new mount animation.

Then I made the script, and it worked

Author:  Stormcrow [ Sat Aug 14, 2004 9:54 am ]
Post subject: 

Coolies. Now how hard is it to get these files out to players, and more importantly for players who play on multiple shards to manage them? Is UOG capable of handling all this or does it require more work? Just been wondering about this since I see all these great new graphics coming out.

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