
Search found 11 matches
- Fri Sep 07, 2012 3:08 am
- Forum: General discussion
- Topic: The Citadel Guide (with pics!)
- Replies: 8
- Views: 3816
Re: The Citadel Guide (with pics!)
Ah, thank you so much. I really had no idea how to edit the wiki
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- Fri Aug 31, 2012 7:05 pm
- Forum: General discussion
- Topic: The Citadel Guide (with pics!)
- Replies: 8
- Views: 3816
The Citadel Guide (with pics!)
A player kindly guided me through The Citadel tricks, I took a few pictures and decided to make a "how to" for all newcomers like me. The Citadel is in Isamu-Jima. From the moongate ( Isamu-Jima ) head north-east, until you reach the sea, then head a bit north following the coast and you w...
- Wed Aug 29, 2012 4:54 pm
- Forum: Development
- Topic: Dungeon treasure chest fun?
- Replies: 3
- Views: 2439
Re: Dungeon treasure chest fun?
At first glance the code for the t-maps' chests looks different in that it requires a t-map object to operate so you have to carve out the relevant part from the TreasureMap.cs code to achieve the same effect; you can make and identical system but you can't do that by using the same classes (well, m...
- Wed Aug 29, 2012 2:06 pm
- Forum: Development
- Topic: Dungeon treasure chest fun?
- Replies: 3
- Views: 2439
Dungeon treasure chest fun?
While playing with RunUO I decided to play with another old wish: "better" dungeon treasure chests. The basics of the idea are: 1. the content depends on the skill of the thief (i like skill-based returns) 2. dungeon chests are guarded (fiction: by the cursed souls of the thieves that died...
- Mon Aug 27, 2012 6:06 pm
- Forum: Development
- Topic: Every little (balron) helps?
- Replies: 1
- Views: 1238
Every little (balron) helps?
This is my first ever look at the RunUO code. A while ago when i used to play on OSI servers one my biggest complain was against the magery summons. How cheap is that a Legendary Mage cannot summon but meager elementals and demons? What if the summons reflected the actual "power" of the ma...
- Mon Aug 27, 2012 8:00 am
- Forum: General discussion
- Topic: RFE and source code
- Replies: 1
- Views: 834
RFE and source code
Would it be possible to: 1. reduce respawn rate of creatures (37 minutes - then i gave up - for a scorpion king to respawn looks a bit too much) 2. allow mark-recall in felucca (walking is so fun that there are actual scripts to take you in interesting places) 3. reduce the breeding timer and make a...
- Sun Jul 29, 2012 4:57 am
- Forum: Bug Reports
- Topic: Losing karma killing aggressive creatures
- Replies: 7
- Views: 3823
Re: Losing karma killing aggressive creatures
On OSI they are aggressive and have negative karma. The "extremely territorial behavior" could make sense though.
[edit] they should have zero karma in that case
[edit] they should have zero karma in that case
- Sun Jul 29, 2012 4:06 am
- Forum: Bug Reports
- Topic: Losing karma killing aggressive creatures
- Replies: 7
- Views: 3823
Re: Losing karma killing aggressive creatures
This is not a bug. It is just the way things are. It's funny because that's the same definition of "bug" i use at work when i really don't want to fix something (usually because it is something so irrelevant that noone would really bother) "Hey look at that, isn't it weird?" &qu...
- Sat Jul 28, 2012 2:56 pm
- Forum: Bug Reports
- Topic: Losing karma killing aggressive creatures
- Replies: 7
- Views: 3823
Re: Losing karma killing aggressive creatures
I'm just reporting the bug, i'm not saying that the world is going to collapse because of it. Besides there are far more intere$ting creatures to hunt. Especially for the blues in yomotsu mines: they are cheap for the time it takes to get rid of them.
- Sat Jul 28, 2012 12:30 pm
- Forum: Bug Reports
- Topic: Losing karma killing aggressive creatures
- Replies: 7
- Views: 3823
Losing karma killing aggressive creatures
Tsuki Wolves, revenant lions and the blue folks in the yomotsu mines give you karma loss when you kill them even if they are aggressive (toward positive karma players).
They should be either non aggressive or have negative karma.
They should be either non aggressive or have negative karma.
- Sat Jul 28, 2012 6:33 am
- Forum: Bug Reports
- Topic: Guarding Pets don't cast spells
- Replies: 1
- Views: 1194
Guarding Pets don't cast spells
When a spellcaster pet is guarding you and it attacks a mob that aggroed you the pet doens't cast spells. However the pet casts if, while guarding you, it defends itself from a direct attacker. If you send the pets against a target with the "kill" command they do cast. Pets have no problem...