Snippets and Recipes
Add fly effect to spell/skill (NOT WORKING AT THIS POINT)
Changing mouse wheel zoom
This lets you change the min/max zoom. (Mouse wheel zoom)
A replicator uses a single rpgSpawnPoint to randomly generate wandering spawns in an area from a given SpawnGroup?. The developer has control over the dimensions of the area, number of spawns, spawngroup, spacing, and if the spawns should wander.
The combat animation loop can by brought in sync by applying the patch from this thread:
http://www.mmoworkshop.com/trac/mom/phpbb?page=viewtopic.php&p=2320 (Post: Fri Jun 01, 2007 11:00 am)
If you want a faster combat (about 1 sec per hit instead of about 5 sec) then try this:
http://www.mmoworkshop.com/trac/mom/phpbb?page=viewtopic.php&p=2320 (Post: Fri Jun 01, 2007 11:15 am)
Disable random loot
To get rid of the random loot look here:
Let NPCs leave mob corpses
If you like the mobs killed by NPCs to leave some unlootable unnamed corpses that decay after a while then look here:
To let the registration email system support SMTP try this:
To keep mobs being updated for simulation applications use this:
Get all races
To enable all the races from the character pack use this:
Ordered waypoints and patrol behaviour
To make a mob walk its waypoints in order or patrol them from end to end you need this:
Auto attack off
To automatically turn off attack after mob death use this:
Add a new class
To add a new class to MoM kit follow this tutorial:
Add a new race To add a new race to MoM kit follow this tutorial:
Add hints to the loading screen
To add randomly selected hints and tips to your loading screen follow this tutorial:
Add droppable items
Add animated doors
Animated Doors using a TGE resource
Packaging the Game - Required Programs (Twisted Python, SQL Object)
Step by step tutorial on what's needed to successfully package and deploy your game.
This is work in progress. cart animation theory
Item specific stats
This enables item specific stats i.e. not bound to ItemProto but to an Item.
Ranged Weapons with different skills
Adding a new Mount Point (Bow Animation)
Manual setting of spawn values
Will allow you to manually set stats on a spawn of your choosing
Manual Spawn Values
Adjusting skills page to look similar to spells
This might not be the most practical for everyone, but I said I would post it up. --Xerves
Adjusting the Skill Pane
Per Character Starting Locations
Making Potions only useable on the owner
If you are using potions that have your spells linked to them, you can actually target who gets the potion. Well, if you want to change this it is a fairly simple fix.
Creating formulas that can be used in skills and spells
This will allow you to create a formula that can be used in conjunction with spells and skills. It will allow you to increase the range of a spell by the level of the cast and a variety of other options without any code changes (well after this VERY LARGE code change that is).
This will come in two parts, the first part is for stock kit and is expected to work with the kit. The 2nd part will be for those who have installed my skill change that allows you to view skill information much like spells. It will contain the extra code for making that work correctly with this change.
Causing movement to disable spell casting
Stops a spell from being cast if the player is in motion.
Changing default speeds (forward/backwards/side to side)
This bit is on page 2 and contains some information about better looking terrains too.
Puts in additional code to make sure you are facing your enemy. Useful for backstab and keeping attacking a bit more real..
Rez command for immortals
Very simple bit of code to resurrect a player using the /imm command. Player is the one in our party (mainly for testing if you die)
Hide Dialog option on maxTimes
A few changes to dialog.py to hide a dialog option when the maxTimes number has been reached.
Interrupt chance for spells effects
Allows you to specify a value for interrupt so it doesn't do it every time...
Explains how to redo the GUI system to use images rather than windows...
Creating a new Table in the game
This might sound easy, but a lot of work goes into syncing everything up online and offline. I am going to offer a bit of a write up of how all of this works using an example of a new GUI window I created to a new skill type. This will be long.
Adding Gender Specific Items to your game
Explains how to add support for gender specific items.
How to get the bow animation in sync with the arrow launch.
Just a simple fix to get the arrow to launch at the right time in the bow animation
Changed layout of the Loot Window
Include the item name in the loot window, and makes the it scrollable.
Target Mini Window.
A new window that will show your active characters target name and level with health, mana and pet health bars.
These code changes will allow you to have harvesting, mining, etc in your game.
Interacting with Character Buffers
You might not know it, but most of the character information is stored in a compressed buffer in the table character_buffer. Below is a short tutorial on how to interact with this data if you need to modify it or you want to use it on a website or something.
This is a resource that will add floating damage text above a character so it can be used instead of sending it to the information window. This is slightly modified from earlier versions to support using it in both online and offline. You will need to add some new C++ code so you will need to have access to the source to make these changes.