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Mimic and Dark Mimic
Author Message
UltimaAku
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Post: #1
Mimic and Dark Mimic
Howdy all Big Grin just thought i'd add a good mimic (or doppleganger) char that could be interesting to add.

How It Works:

MIMIC:

1. The NPC sees its target and copys the equipment and combat stats.
2. The NPC evaluates if the stats of the character benefits most through either magery or other combat skills through the characters Intelligence. If the intelligence of the character is under 100, It will assume it is a melee character and remove all the intelligence and mana it owns and charges with the users weapon (or just shoots if archer).
3. On death the NPC drops standard loot through a template.
4. Upon Killing an opponent, the Mimic will remove it's transformed tag and become ready to morph again upon seeing a new player. If it doesnt kill and the player leaves, it will retain the form until killing or until death.

DARK MIMIC:

1. The NPC sees its target and copys the equipment, colours them dark and copies combat stats whilst increasing the magery stats by times 4.
2. The NPC evaluates if the stats of the character benefits most through either magery or other combat skills through the characters Intelligence. If the intelligence of the character is under 100, It will assume it is a melee character and remove all the intelligence and mana it owns and charges with the users weapon (or just shoots if archer). The dexterity and strength of the Dark Mimic is four times the amount of the person it copied and if qualified, also 4 times the intelligence.
3. On death, the Dark Mimic spawns a Dark Mount, which is tameable and fairly strong. (NOTE IT ONLY COPIES HORSES, LLAMAS, OSTARDS AND ZOS, IT DOES NOT COPY ANY OTHER MOUNT UNLESS THE EVENT IS MODIFIED). It still drops loot from it's corpse
4. Upon Killing an opponent, the Dark Mimic will remove it's transformed tag and become ready to morph again upon seeing a new player. If it doesnt kill and the player leaves, it will retain the form until killing or until death.


Code:
//////////////////////////////CREATED By UltimaAku///////////////////////////

[CHARDEF c_mimic]
NAME=.
ID=c_man_invisible
CAN=MT_WALK|MT_RUN|MT_EQUIP|MT_USEHANDS
DESIRES=i_gold

CATEGORY=Monsters
SUBSECTION=Mimic
DESCRIPTION=Mimic

ON=@Create
TAG.MIMIC=01
COLOR=07fff
NPC=brain_HUMAN
FAME=100
KARMA=-6000
STR=10000
DEX=10000
INT=10000

ON=@NPCSeeNewPlayer
IF (<TAG.MIMIC>==01)
F_MIMIC
Return 1

ON=@KILL
TAG.MIMIC=01

on=@npcrestock
ITEM=loot_MIMIC

[FUNCTION f_mimic]

FINDLAYER(layer_hand1).REMOVE
FINDLAYER(layer_hand2).REMOVE
FINDLAYER(layer_shoes).REMOVE
FINDLAYER(layer_pants).REMOVE
FINDLAYER(layer_shirt).REMOVE
FINDLAYER(layer_helm).REMOVE
FINDLAYER(layer_gloves).REMOVE
FINDLAYER(layer_ring).REMOVE
FINDLAYER(layer_light).REMOVE
FINDLAYER(layer_collar).REMOVE
FINDLAYER(layer_hair).REMOVE
FINDLAYER(layer_half_apron).REMOVE
FINDLAYER(layer_chest).REMOVE
FINDLAYER(layer_wrist).REMOVE
FINDLAYER(layer_beard).REMOVE
FINDLAYER(layer_tunic).REMOVE
FINDLAYER(layer_ears).REMOVE
FINDLAYER(layer_arms).REMOVE
FINDLAYER(layer_cape).REMOVE
FINDLAYER(layer_robe).REMOVE
FINDLAYER(layer_skirt).REMOVE
FINDLAYER(layer_legs).REMOVE
FINDLAYER(layer_light).REMOVE
STR=<SRC.STR>
DEX=<SRC.DEX>
INT=<SRC.INT>
HITPOINTS=<SRC.STR>
STAMINA=<SRC.DEX>
MANA=<SRC.INT>
MACEFIGHTING=<SRC.MACEFIGHTING>
MAGERY=<SRC.MAGERY>
MAGICRESISTANCE=<SRC.MAGICRESISTANCE>
ARCHERY=<SRC.ARCHERY>
ANATOMY=<SRC.ANATOMY>
TACTICS=<SRC.TACTICS>
WRESTLING=<SRC.WRESTLING>
PARRYING=<SRC.PARRYING>
SWORDSMANSHIP=<SRC.SWORDSMANSHIP>
COLOR=<SRC.COLOR>
NAME=<SRC.NAME>
FAME=<SRC.FAME>
BODY=<SRC.BODY>
OBODY=<SRC.OBODY>
IF <INT> < 100
INT=0
MANA=0
ENDIF
IF (<SRC.FINDLAYER(layer_hand1)> )
NEWITEM=<SRC.FINDLAYER(layer_hand1).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_hand1).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_hand2)> )
NEWITEM=<SRC.FINDLAYER(layer_hand2).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_hand2).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_shoes)> )
NEWITEM=<SRC.FINDLAYER(layer_shoes).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_shoes).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_pants)> )
NEWITEM=<SRC.FINDLAYER(layer_pants).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_pants).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_shirt)> )
NEWITEM=<SRC.FINDLAYER(layer_shirt).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_shirt).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_helm)> )
NEWITEM=<SRC.FINDLAYER(layer_helm).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_helm).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_gloves)> )
NEWITEM=<SRC.FINDLAYER(layer_gloves).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_gloves).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_ring)> )
NEWITEM=<SRC.FINDLAYER(layer_ring).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_ring).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_collar)> )
NEWITEM=<SRC.FINDLAYER(layer_collar).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_collar).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_hair)> )
NEWITEM=<SRC.FINDLAYER(layer_hair).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_hair).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_half_apron)> )
NEWITEM=<SRC.FINDLAYER(layer_half_apron).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_half_apron).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_chest)> )
NEWITEM=<SRC.FINDLAYER(layer_chest).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_chest).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_wrist)> )
NEWITEM=<SRC.FINDLAYER(layer_wrist).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_wrist).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_beard)> )
NEWITEM=<SRC.FINDLAYER(layer_beard).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_beard).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_tunic)> )
NEWITEM=<SRC.FINDLAYER(layer_tunic).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_tunic).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_arms)> )
NEWITEM=<SRC.FINDLAYER(layer_arms).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_arms).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_cape)> )
NEWITEM=<SRC.FINDLAYER(layer_cape).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_cape).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_robe)> )
NEWITEM=<SRC.FINDLAYER(layer_robe).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_robe).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_skirt)> )
NEWITEM=<SRC.FINDLAYER(layer_skirt).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_skirt).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_legs)> )
NEWITEM=<SRC.FINDLAYER(layer_legs).ID>
ACT.COLOR=<SRC.FINDLAYER(layer_legs).COLOR>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_light)> )
NEWITEM=<SRC.FINDLAYER(layer_light).ID>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_pack)> )
FINDLAYER(layer_pack).COLOR=<SRC.FINDLAYER(layer_pack).COLOR>
ENDIF
IF (<SRC.FINDLAYER(25)> )
NEWITEM=<SRC.FINDLAYER(25).ID>
ACT.COLOR=<SRC.FINDLAYER(25).COLOR>
ACT.CONT=<UID>
ENDIF  
SOUND=916
effect=3,i_fx_blade_field,6,15,1
TAG.MIMIC=02

////////////////////////////////////////////////
////////////////////////////////////////////////
////////////////////////////////////////////////

[EVENTS e_dark_death]
ON=@DEATH

IF <SRC.RESTEST 1 i_mt_horse_brown_dk>
NEWNPC=c_horse_brown_dk
ACT.P=<SRC.P>
ACT.HOME=<P>
ACT.HOMEDIST=2
ACT.COLOR=07e3  
ACT.NAME=Dark Steed
ACT.STR=300
ACT.DEX=300
ACT.INT=0
ACT.TAMING=80.0
ACT.WRESTLING=90.0
ACT.TACTICS=60.0
ELSEIF <SRC.RESTEST 1 i_mt_horse_brown_lt>
NEWNPC=c_horse_brown_lt
ACT.P=<SRC.P>
ACT.HOME=<P>
ACT.HOMEDIST=2
ACT.COLOR=07e3  
ACT.NAME=Dark Steed
ACT.STR=300
ACT.DEX=300
ACT.INT=0
ACT.TAMING=80.0
ACT.WRESTLING=90.0
ACT.TACTICS=60.0
ELSEIF <SRC.RESTEST 1 i_mt_horse_tan>
NEWNPC=c_horse_tan
ACT.P=<SRC.P>
ACT.HOME=<P>
ACT.HOMEDIST=2
ACT.COLOR=07e3  
ACT.NAME=Dark Steed
ACT.STR=300
ACT.DEX=300
ACT.INT=0
ACT.TAMING=80.0
ACT.WRESTLING=90.0
ACT.TACTICS=60.0
ELSEIF <SRC.RESTEST 1 i_mt_llama>
NEWNPC=c_llama
ACT.P=<SRC.P>
ACT.HOME=<P>
ACT.HOMEDIST=2
ACT.COLOR=07e3  
ACT.NAME=Dark Llama
ACT.KARMA=-5000
ACT.STR=340
ACT.DEX=300
ACT.INT=0
ACT.TAMING=85.0
ACT.WRESTLING=90.0
ACT.TACTICS=60.0
ELSEIF <SRC.RESTEST 1 i_mt_ostard_desert>
NEWNPC=c_ostard_desert
ACT.P=<SRC.P>
ACT.HOME=<P>
ACT.HOMEDIST=2
ACT.COLOR=07e3  
ACT.NAME=Dark Oclock
ACT.STR=340
ACT.DEX=300
ACT.INT=0
ACT.TAMING=85.0
ACT.WRESTLING=90.0
ACT.TACTICS=60.0
ELSEIF <SRC.RESTEST 1 i_mt_ostard_forest>
NEWNPC=c_ostard_forest
ACT.P=<SRC.P>
ACT.HOME=<P>
ACT.HOMEDIST=2
ACT.COLOR=07e3  
ACT.NAME=Dark Orn
ACT.STR=340
ACT.DEX=300
ACT.INT=0
ACT.TAMING=85.0
ACT.WRESTLING=90.0
ACT.TACTICS=60.0
ELSEIF <SRC.RESTEST 1 i_mt_ostard_zostrich>
NEWNPC=c_ostard_zostrich
ACT.P=<SRC.P>
ACT.HOME=<P>
ACT.HOMEDIST=2
ACT.COLOR=07e3  
ACT.NAME=Dark Zostrich
ACT.STR=500
ACT.DEX=300
ACT.INT=0
ACT.TAMING=100.0
ACT.WRESTLING=90.0
ACT.TACTICS=100.0
ENDIF
RETURN 0

[CHARDEF c_dark_mimic]
NAME=.
ID=c_man_invisible
CAN=MT_WALK|MT_RUN|MT_EQUIP|MT_USEHANDS
DESIRES=i_gold

CATEGORY=Monsters
SUBSECTION=Mimic
DESCRIPTION=Dark Mimic

ON=@Create
TAG.MIMIC=01
COLOR=07fff
NPC=brain_HUMAN
FAME=100
KARMA=-6000
STR=10000
DEX=10000
INT=10000
EVENTS=+e_dark_death


ON=@NPCSeeNewPlayer
IF (<TAG.MIMIC>==01)
F_DARK_MIMIC
Return 0
ENDIF

ON=@KILL
TAG.MIMIC=01

on=@npcrestock
ITEM=loot_DARK_MIMIC

//ITEM=i_mt_horse_brown_dk
//ITEM=i_mt_horse_brown_lt
//ITEM=i_mt_horse_tan
//ITEM=i_mt_llama
//ITEM=i_mt_ostard_desert
//ITEM=i_mt_ostard_forest
//ITEM=i_mt_ostard_zostrich

[FUNCTION f_dark_mimic]

FINDLAYER(layer_hand1).REMOVE
FINDLAYER(layer_hand2).REMOVE
FINDLAYER(layer_shoes).REMOVE
FINDLAYER(layer_pants).REMOVE
FINDLAYER(layer_shirt).REMOVE
FINDLAYER(layer_helm).REMOVE
FINDLAYER(layer_gloves).REMOVE
FINDLAYER(layer_ring).REMOVE
FINDLAYER(layer_light).REMOVE
FINDLAYER(layer_collar).REMOVE
FINDLAYER(layer_hair).REMOVE
FINDLAYER(layer_half_apron).REMOVE
FINDLAYER(layer_chest).REMOVE
FINDLAYER(layer_wrist).REMOVE
FINDLAYER(layer_beard).REMOVE
FINDLAYER(layer_tunic).REMOVE
FINDLAYER(layer_ears).REMOVE
FINDLAYER(layer_arms).REMOVE
FINDLAYER(layer_cape).REMOVE
FINDLAYER(layer_robe).REMOVE
FINDLAYER(layer_skirt).REMOVE
FINDLAYER(layer_legs).REMOVE
FINDLAYER(layer_light).REMOVE
STR=<SRC.STR>*4
DEX=<SRC.DEX>*4
INT=<SRC.INT>*4
HITPOINTS=<SRC.STR>*4
STAMINA=<SRC.DEX>*4
MANA=<SRC.INT> *4
MACEFIGHTING=<SRC.MACEFIGHTING>
MAGERY=<SRC.MAGERY>*4
MAGICRESISTANCE=<SRC.MAGICRESISTANCE>
ARCHERY=<SRC.ARCHERY>
ANATOMY=<SRC.ANATOMY>
TACTICS=<SRC.TACTICS>
WRESTLING=<SRC.WRESTLING>
PARRYING=<SRC.PARRYING>
SWORDSMANSHIP=<SRC.SWORDSMANSHIP>
COLOR=07e3
NAME= Dark <SRC.NAME>
FAME=<SRC.FAME>
BODY=<SRC.BODY>
OBODY=<SRC.OBODY>
IF <INT> < 100
INT=0
MANA=0
ENDIF
IF (<SRC.FINDLAYER(layer_hand1)> )
NEWITEM=<SRC.FINDLAYER(layer_hand1).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_hand2)> )
NEWITEM=<SRC.FINDLAYER(layer_hand2).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_shoes)> )
NEWITEM=<SRC.FINDLAYER(layer_shoes).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_pants)> )
NEWITEM=<SRC.FINDLAYER(layer_pants).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_shirt)> )
NEWITEM=<SRC.FINDLAYER(layer_shirt).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_helm)> )
NEWITEM=<SRC.FINDLAYER(layer_helm).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_gloves)> )
NEWITEM=<SRC.FINDLAYER(layer_gloves).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_ring)> )
NEWITEM=<SRC.FINDLAYER(layer_ring).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_collar)> )
NEWITEM=<SRC.FINDLAYER(layer_collar).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_hair)> )
NEWITEM=<SRC.FINDLAYER(layer_hair).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_half_apron)> )
NEWITEM=<SRC.FINDLAYER(layer_half_apron).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_chest)> )
NEWITEM=<SRC.FINDLAYER(layer_chest).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_wrist)> )
NEWITEM=<SRC.FINDLAYER(layer_wrist).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_beard)> )
NEWITEM=<SRC.FINDLAYER(layer_beard).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_tunic)> )
NEWITEM=<SRC.FINDLAYER(layer_tunic).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_arms)> )
NEWITEM=<SRC.FINDLAYER(layer_arms).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_cape)> )
NEWITEM=<SRC.FINDLAYER(layer_cape).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_robe)> )
NEWITEM=<SRC.FINDLAYER(layer_robe).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_skirt)> )
NEWITEM=<SRC.FINDLAYER(layer_skirt).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_legs)> )
NEWITEM=<SRC.FINDLAYER(layer_legs).ID>
ACT.COLOR=07e3
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_light)> )
NEWITEM=<SRC.FINDLAYER(layer_light).ID>
ACT.ATTR=attr_newbie
ACT.CONT=<UID>
ENDIF
IF (<SRC.FINDLAYER(layer_pack)> )
FINDLAYER(layer_pack).COLOR=<SRC.FINDLAYER(layer_pack).COLOR>
ENDIF
IF (<SRC.FINDLAYER(25)> )
NEWITEM=<SRC.FINDLAYER(25).ID>
ACT.COLOR=07e3
ACT.CONT=<UID>
ENDIF
SOUND=916
effect=5,i_fx_blade_field,6,18,1
FIX
TAG.MIMIC=02

/////////and now for the loot/////////

[TEMPLATE loot_MIMIC]
CATEGORY=Item Templates
SUBSECTION=Monster Loot Templates
DESCRIPTION=MIMIC
CONTAINER=i_backpack
ITEM=TTM_LVL4,R99 //Tattered Treasure Map Level 4
ITEM=Random_Potion
ITEM=Random_Potion
ITEM=i_gold,{100 200}

[TEMPLATE loot_DARK_MIMIC]
CATEGORY=Item Templates
SUBSECTION=Monster Loot Templates
DESCRIPTION=DARK MIMIC
CONTAINER=i_backpack
ITEM=Random_Potion
ITEM=Random_Potion
ITEM=RANDOM_REAGENT,{ 10 20 }
ITEM=RANDOM_REAGENT,{ 10 20 }
ITEM=i_bandage, { 5 10 }
ITEM=TTM_LVL5,R99 //Tattered Treasure Map Level 5
ITEM=i_gold,{500 1200}
(This post was last modified: 02-23-2013 12:36 AM by UltimaAku.)
02-23-2013 12:33 AM
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Mordaunt
Super Moderator
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Posts: 1,237
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Post: #2
RE: Mimic and Dark Mimic
Little disappointed here... Writing "created by UltimaAku" at the top when it is 98% copied from the script that RanXerox posted for you (yes I know it was tagged author unknown) is a bit much.

[Image: 2nis46r.jpg]
02-23-2013 12:37 AM
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darksun84
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Post: #3
RE: Mimic and Dark Mimic
Bad artists copy. Good artists steal.

Picasso
02-23-2013 12:40 AM
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UltimaAku
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Post: #4
RE: Mimic and Dark Mimic
Quote: RanXerox has the script very similar to mine, only in a different order, all of it was working apart from the mount, i wasnt sure on the layer.

That was the post i'd displated whilst i was making the script, it does look similar cause it was written very similar, hence why i added this. I actually was afraid to publish this after i asked for help on it because i thought someone might say somthing like that, but meh, thats life. Anyone can use it and enjoy Smile
02-23-2013 09:59 AM
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Soulless
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Ye Olde Sphere

Post: #5
RE: Mimic and Dark Mimic
this would be the perfect place for a forloop me thinks:


[function copy_gear]
ref1=<args>
for 24
if (<local._for>==21) || (<local._for>==16) || (<local._for>==11)
local._for += 1
else
serv.newitem <ref1.findlayer.<local._for>.baseid>
equip <new>
new.color=any color
endif
endfor
____________________________________________________
This submission was a good idea, i added something similar to my server. Doppelganger's are fun!
(This post was last modified: 03-02-2013 08:42 PM by Soulless.)
03-02-2013 08:08 PM
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UltimaAku
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Post: #6
RE: Mimic and Dark Mimic
oo very nice ^^ didnt even think of that, i won't alter my script as it follows the purpose i wanted it to (copies a persons form until it kills someone then has the ability to change again) and yea, its great for an unusual location leading up to a champion.
03-03-2013 12:06 AM
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Soulless
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Ye Olde Sphere

Post: #7
RE: Mimic and Dark Mimic
yeah, im going to put a few in some random locations just to add some flavor to the server. ill pm you what i did with mine just so you can look at it if you'd like
03-03-2013 12:32 AM
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UltimaAku
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Post: #8
RE: Mimic and Dark Mimic
sweet i'll check it out Tongue i aready added my mimics to the server, stuck them at the Yew underground building. My server is full of people who have never played UO before so they flip whe they see a copy of them attacking them Tongue
03-03-2013 12:35 AM
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