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[2.0 RC1, 1.0 Final] Knives' TownHouses 2.0

Pyrovetis

Wanderer
ahh nvm about that security thing, How would I change this system from Gold to Tokens.

I think its in this part.

Code:
if (!PriceReady)
                {
                    m.SendMessage("The setup for this house is not yet complete.");
                    return;
                }

                int price = c_Price + (sellitems ? c_ItemsPrice : 0);

                if (c_Free)
                    price = 0;

                if (m.AccessLevel == AccessLevel.Player && !Server.Mobiles.Banker.Withdraw(m, price))
                {
                    m.SendMessage("You cannot afford this house.");
                    return;
                }

                if (m.AccessLevel == AccessLevel.Player)
                    m.SendLocalizedMessage(1060398, price.ToString()); // ~1_AMOUNT~ Tokens has been withdrawn from your bank box.

Not sure though.. hmm
 
Thessalia;814282 said:
except:

force public/ force private doesn't work :(

its silly if ppl living underground below a forest can set this forest on private :p
I solved this Problem creating a little Workaround:

HouseGumpAOS.cs
Code:
					if ( house.Public )
					{
						AddButtonLabeled( 10, 310, GetButtonID( 3, 8 ), 1011260 ); // View Ban List
						AddButtonLabeled( 10, 330, GetButtonID( 3, 9 ), 1060698 ); // Clear Ban List

						[COLOR="Red"]AddButtonLabeled( 210, 130, GetButtonID( 3, 12 ), 1060695, isOwner ); // Change to Private

						AddHtmlLocalized( 245, 150, 240, 20, 1060694, SelectedColor, false, false ); // Change to Public[/COLOR]
					}
					else
					{
						AddButtonLabeled( 10, 310, GetButtonID( 3, 10 ), 1060699 ); // View Access List
						AddButtonLabeled( 10, 330, GetButtonID( 3, 11 ), 1060700 ); // Clear Access List

						[COLOR="Red"]AddHtmlLocalized( 245, 130, 240, 20, 1060695, SelectedColor, false, false ); // Change to Private

						AddButtonLabeled( 210, 150, GetButtonID( 3, 13 ), 1060694, isOwner ); // Change to Public[/COLOR]
					}

					break;
Just delete the red-marked rows from the Script, so the Player do not have the possibility to change the status on their own.
 

romanthebrain

Sorceror
I got this bug ...

The server is restarting every shard start...

Server Crash Report
===================

RunUO Version 2.0, Build 3567.2838
Operating System: Microsoft Windows NT 6.0.6001 Service Pack 1
.NET Framework: 2.0.50727.1434
Time: 17.04.2010 16:34:14
Mobiles: 18685
Items: 172724
Exception:
System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
bei Knives.TownHouses.TownHouseSign.PackUpItems()
bei Knives.TownHouses.TownHouseSign.ClearHouse()
bei Knives.TownHouses.TownHouse.OnDelete()
bei Server.Item.Delete()
bei Server.Timer.Slice()
bei Server.Core.Main(String[] args)

Clients:
- Count: 1

Help !!! :(
 

Ice19999

Sorceror
Nevyn Silberhand;832698 said:
It already works under 2.0 Final, I have it running there.

i get this error

Code:
[COLOR="Red"]Errors:
 + Town Houses v2.01/Misc/GumpResponse.cs:
    CS0266: Line 28: Cannot implicitly convert type 'System.Collections.Generic.
IEnumerable<Server.Gumps.Gump>' to 'System.Collections.Generic.List<Server.Gumps
.Gump>'. An explicit conversion exists (are you missing a cast?)[/COLOR]
 

XenoNeo

Sorceror
I get this error upon use on SVN 512...

Errors:
+ Customs/Systems/Knives Chat 3.0 Beta 9/General/Chat3Party.cs:
CS1502: Line 79: The best overloaded method match for 'System.Collections.Generic.List<Server.Engines.PartySystem.PartyMemberInfo>.Contains<Server.Engines.PartySystem.PartyMemberInfo>' has some invalid arguments
CS1503: Line 79: Argument '1': cannot convert from 'Server.Mobile' to 'Server.Engines.PartySystem.PartyMemberInfo'

Any help would be great!

Code:
		public override void OnPublicMessage( Mobile from, string text )
		{
			if ( text.Length > 128 || (text = text.Trim()).Length == 0 )
				return;

			Party p = Party.Get( from );

            if (p != null)
            {
                p.SendPublicMessage(from, text);

                foreach (Data data in Data.Datas.Values)
                   [COLOR="Red"] if (data.GlobalW && !p.Members.Contains(data.Mobile))[/COLOR]
                        data.Mobile.SendMessage(data.GlobalWC, "(Global) <World->Party> {0}: {1}", from.Name, text);
            }
            else
                from.SendLocalizedMessage(3000211); // You are not in a party.
		}

		public override void OnSetCanLoot( Mobile from, bool canLoot )
		{
			Party p = Party.Get( from );

			if ( p == null )
			{
				from.SendLocalizedMessage( 3000211 ); // You are not in a party.
			}
			else
			{
				PartyMemberInfo mi = p[from];

				if ( mi != null )
				{
					mi.CanLoot = canLoot;

					if ( canLoot )
						from.SendLocalizedMessage( 1005447 ); // You have chosen to allow your party to loot your corpse.
					else
						from.SendLocalizedMessage( 1005448 ); // You have chosen to prevent your party from looting your corpse.
				}
			}
		}

Red is Line 79
 

Lady_askarii

Wanderer
Is anyone running this on 2.0 FINAL?? I have seen a few 2.0 svn but not sure how much modifying it wold require to work on the Final version.
Thanks
 

jhs59

Sorceror
Lady_askarii;840776 said:
Is anyone running this on 2.0 FINAL?? I have seen a few 2.0 svn but not sure how much modifying it wold require to work on the Final version.
Thanks

I've been running this since svn 265 and I am now running 2.0 final and still using it. I haven't needed to make any changes or modifications to get it to work.
 

Lady_askarii

Wanderer
ok thanks i will download and try did you modify anything to get it to work with svn? thanks for your help

I get this error when i place script in my custom folder

RunUO - [www.runuo.com] Version 2.0, Build 3567.2838
Core: Running on .NET Framework Version 2.0.50727
Core: Optimizing for 2 64-bit processors
Scripts: Compiling C# scripts...ScriptCompiler: CS0266: Cannot implicitly conver
t type 'System.Collections.Generic.IEnumerable<Server.Gumps.Gump>' to 'System.Co
llections.Generic.List<Server.Gumps.Gump>'. An explicit conversion exists (are y
ou missing a cast?)
done (0 errors, 0 warnings)
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.
 

jhs59

Sorceror
Lady_askarii;840908 said:
ok thanks i will download and try did you modify anything to get it to work with svn? thanks for your help

I get this error when i place script in my custom folder

RunUO - [www.runuo.com] Version 2.0, Build 3567.2838
Core: Running on .NET Framework Version 2.0.50727
Core: Optimizing for 2 64-bit processors
Scripts: Compiling C# scripts...ScriptCompiler: CS0266: Cannot implicitly conver
t type 'System.Collections.Generic.IEnumerable<Server.Gumps.Gump>' to 'System.Co
llections.Generic.List<Server.Gumps.Gump>'. An explicit conversion exists (are y
ou missing a cast?)
done (0 errors, 0 warnings)
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.

All of the modifications you have to do are listed in various places in this thread. The only other thing I did is remove the rental contracts as they don't seem to work properly.
 

Rasmenar

Sorceror
Crash. Could use a hand with this one.

Code:
Server Crash Report
===================

RunUO Version 2.0, Build 3567.2838
Operating System: Microsoft Windows NT 5.1.2600 Service Pack 2
.NET Framework: 2.0.50727.1433
Time: 6/9/2010 2:21:05 PM
Mobiles: 37178
Items: 229575
Exception:
System.NullReferenceException: Object reference not set to an instance of an object.
   at Knives.TownHouses.TownHouseSign.PackUpItems()
   at Knives.TownHouses.TownHouseSign.ClearHouse()
   at Knives.TownHouses.TownHouse.OnDelete()
   at Server.Item.Delete()
   at Server.Timer.DelayCallTimer.OnTick()
   at Server.Timer.Slice()
   at Server.Core.Main(String[] args)

Clients:
- Count: 0[/COUNT]

It might be related to the weekly recurring rent, not 100% sure.
 

Hiring Man

Sorceror
hey i was getting this

Code:
Errors:
 + Town Houses v2.01/Misc/GumpResponse.cs:
    CS0266: Line 28: Cannot implicitly convert type 'System.Collections.Generic.
IEnumerable<Server.Gumps.Gump>' to 'System.Collections.Generic.List<Server.Gumps
.Gump>'. An explicit conversion exists (are you missing a cast?)

then i got the one a guy had and i gpot his now

Code:
Errors:
 + Town Houses v2.01/Misc/GumpResponse.cs:
    CS0101: Line 10: The namespace 'Knives.TownHouses' already contains a defini
tion for 'GumpResponse'
 

tim.sheimo

Wanderer
Ive tried everything to get lockdowns and secures to work, but saying, "I wish to lock this down" and "I wish to secure this", I don't get the targeting hand. I set up the area of the house to cover the area of the house, set the lockdowns/secure numbers (tried upping it and lowering it, nothing worked), price. I was able to purchase the home in player mode and access the house sign. it shows me as the owner and the number i set for lockdown/secures shows up properly as well. Demolishing the house doesnt crash the server. The server doesn't throw an error, I'm just unable to lock down or secure. The check storage command doesn't pull a message or gump either. I implemented the basehouse.cs change that was in the Optional Patches folder and it compiles without an issue. I've run out of options here. I tried targeting different z levels, charging for items inside, targeting different floors. nothing seems to work.

I should mention, I'm using RunUO2.0 Final.
townhouse version is Town Houses v2.01
baseline priority level for customregions in a box is set to 150


any help on this would be greatly appreciated. Thank you for the script.
 

Teagan

Sorceror
Script works great, I had no trouble making a few existing buildings into townhouses. Problem I ran into was I was unable to delete certain things from these townhouses. Like beds/tables/etc. How would I go about safely emptying out the properties for when someone does buy a townhouse?
 

clyde_m

Sorceror
Hello, I've been using townhouses for a short while. Its a great system but I am having some problems with the rental contracts.


Some people have created rental contracts, this creates new house zones that cannot seem to be removed. How do you remove a rental area in an existing townhouse?

As mentioned above, [removing the sign will simply crash the shard.

Also on the same topic, is to possible to delete a regular townhouse zone. I see no option for this in the [townhouses menu.

Thanks in advance.
 

ClanCC

Wanderer
clyde_m;844857 said:
Hello, I've been using townhouses for a short while. Its a great system but I am having some problems with the rental contracts.


Some people have created rental contracts, this creates new house zones that cannot seem to be removed. How do you remove a rental area in an existing townhouse?

As mentioned above, [removing the sign will simply crash the shard.

Also on the same topic, is to possible to delete a regular townhouse zone. I see no option for this in the [townhouses menu.

Thanks in advance.


you should be able to [remove the townsign. can you post the crash errors?


Teagan;842607 said:
Script works great, I had no trouble making a few existing buildings into townhouses. Problem I ran into was I was unable to delete certain things from these townhouses. Like beds/tables/etc. How would I go about safely emptying out the properties for when someone does buy a townhouse?

Items like beds/tables/etc in pre-existing buildings is usually static (it's in your static mul files). That's why it's not possible to delete them unless you unfreeze it.
 

Thessalia

Wanderer
im just curious if theres a possibility to keep all items from the previous owner... kinda housecamping.


if a rentalcontract runs out.. do all items vanish, or do they stay somehow when configured the right way?

Maybe adding the feature to gain all items of the previous owner by renting it (may the fastest one win *g*)
 
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