A_Li_N - Completely Custom {Alpha}
Updates can be found in my Signature. I am discontinuing the Complete Spell System to focus on Spell System 2.0 (also linked in my Sig). Sorry for any inconvenience!
After a long road of lots of set backs and lazyness, I have something worth sending out for anyone that wants to play with what I've been working on. The main premise behind my recent workings is that I am not going to be modifying any distro files, hence the name 'Completely Custom'. I have also worked hard on making it all as dynamic as possible, even with its own save system (Thanks goes to TMS and any sub-cred he may choose to dispers for this addition). This system is completely self contained, meaning it can be added/removed at any point with very little effort. There are no 'control stones' to worry about being deleted, and every system that I will be adding to the ACC will be able to be dis/enabled in-game. Systems are 'registered' to the ACC. The ACC Gump will create itself based on what systems are registerd. The main gump will create buttons for each system. When you click a button, the gump will remake itself (system buttons, etc) and then pass itself along to the system's Gump method, which makes the system specific gump (again, thanks goes to TMS for his help/ideas with this)
Updates:
This thread and all scripts in it are very much so in the 'alpha' stage of development. I'm posting what I have finished so far in hopes that some people will take it and try to break it. I'm pretty sure it will not break anything, but since it is not completely tested, it could crash the server. When I get a more finished product, I will be making an official post for all things ACC.
The main gump is accessed with [ACC. It will allow you to control all aspects of all of my systems that will be imported to the ACC. Currently there is only a TestSystem and CentralMemory system. The Central Memory has a very basic TestModule for you to see how things can work.
For an example of what will be using these new systems, I will try to explain the Complete Spell System, which will be my next port to the ACC.
The CSS will have a 'dynamic' spell registry that is not relyant on set SpellID's. How this works is completely too complicated to get into at this time, but it does work. This spell registry will be kept track of using the saving system of the ACC. I will also be keeping track of the versioning with the ACC save system, and will therefore be able to update things behind the scenes if I ever need to. The CSS Spellbooks will have 'dragable' icons, which use a module and the CM to keep track of. Icons are 'stored' to the player in an IconsModule. This module is stored in the CM, like all other modules. When a player that has icons stored logs on, their icons are sent to them (if the system is running anyway).
The CM can be used for many things along those lines. This system pretty much eliminates the need to change the PlayerMobile.cs, or any other item/mobile. It keeps track of things using the Serial and a list of Modules that that Serial has. If you wanted to make a Paintball game that needed to put a player on a team (hint hint, update of my Paintball coming someday), you could use the CM to keep track of such things.
Anyway, if you have any questions, concerns, comments, bugs, etc, please feel free to post here or email them to me (anAlien at gmail) with 'ACC' as the subject. As I get further on making the CM gump code (very basic atm, just enough to display what it can do with the TestModule) and other systems, I will update this post until I'm ready to make the official release.
Also, here's a list of my ideas. This is sorta my 'todo' list (minus the CSS) Any comments on it are welcome as well.
(If anyone is wondering)If you are wanting to start a script pack and want to use my system, ask. If you do not ask, I will not support your pack and will probably tell people not to use it, since you are stealing my work. (You as in the general you) If I say yes, it will usually mean that I will simply tell you when I update and help with any conflicts that occur.
Updates can be found in my Signature. I am discontinuing the Complete Spell System to focus on Spell System 2.0 (also linked in my Sig). Sorry for any inconvenience!
After a long road of lots of set backs and lazyness, I have something worth sending out for anyone that wants to play with what I've been working on. The main premise behind my recent workings is that I am not going to be modifying any distro files, hence the name 'Completely Custom'. I have also worked hard on making it all as dynamic as possible, even with its own save system (Thanks goes to TMS and any sub-cred he may choose to dispers for this addition). This system is completely self contained, meaning it can be added/removed at any point with very little effort. There are no 'control stones' to worry about being deleted, and every system that I will be adding to the ACC will be able to be dis/enabled in-game. Systems are 'registered' to the ACC. The ACC Gump will create itself based on what systems are registerd. The main gump will create buttons for each system. When you click a button, the gump will remake itself (system buttons, etc) and then pass itself along to the system's Gump method, which makes the system specific gump (again, thanks goes to TMS for his help/ideas with this)
Updates:
- 06-05-28 - 1851:
Fixed a crash with the Public Gates. - 06-02-02 - 0555:
Found and fixed a bug with the Spell Icons.
Attachments fixed to allow larger zips. Link at top of page now links to the attachment at the bottom. - 06-01-29 - 2006:
Changed Date stamps on Rars/Releases. yymmdd.
Update to the Central Memory Admin Gump code. - 01-22-06 - 1524:
Update to hopefully fix any crashes people were recieving with the ACC gump. - 01-13-06 - 1945:
Small update changing the [ACC command (brings up the ACC Admin Gump) so only Admins could use it. - 01-12-06 - 0002:
Public Gates' Admin Gump worked on. Ability to Import and Export the entire system, single Categories and Locations. Added Distro locations export file. Place the folder in your RunUO folder. (See attachments or here) - 01-11-06 - 0109:
Update problems, please read.
Public Gates' Admin Gump worked on. Ability to add Categories/Locations. - 01-05-06 - 1732:
Public Gates' Admin Gump worked on. Ability to change and remove categories and locations. More work planned - 01-03-06 - 1624:
Complete Spell System added to ACC. - 01-01-06 - 2329:
Converted Public Gate System to ACC. - 12-23-05 - 1333:
Some more minor tweaks. Mainly when the systems get registered (Configure instead of Initialize()) Now it's time to get some xmas stuff done - 12-23-05 - 1240:
Tiny update to the CentralMemory.cs to eliminate a possible discrepency with 'IEntity'. Not a major change. - 12-23-05 - 0219:
I have completed an update to this alpha. Most of the update has to do with the CM, but there are some small but needed changes to the ACC Core files. Main changes are the save/load methods. I've changed from using a single binary file to using 3 different ones (like World.Save). I should actually say that I have created the possibility to use 3. Simple save schemes can still work just fine with using only the 'writer', but the CM needed access to all 3 (idx, tdb, bin) so it would not break if you took a module type out. I've done some minor testing with different combonations of enabled, in, disabled, etc and have eliminated all errors I've come across. Please post any that you come across, prefereable in debug logs.
There are slight changes to the Modules for those of you that have decided to get a jump on that aspect. Nothing too major, just take a look at your old and see what's changed with the new.
I now think the CM is stable enough that I will continue work on the Complete Spell System and get it ready to release. Once I do that and fix any errors that are discovered between now and then, I will delete this thread and create an official beta release thread with more precise info on the systems. Then I'll start work on the rest of my list.
This thread and all scripts in it are very much so in the 'alpha' stage of development. I'm posting what I have finished so far in hopes that some people will take it and try to break it. I'm pretty sure it will not break anything, but since it is not completely tested, it could crash the server. When I get a more finished product, I will be making an official post for all things ACC.
The main gump is accessed with [ACC. It will allow you to control all aspects of all of my systems that will be imported to the ACC. Currently there is only a TestSystem and CentralMemory system. The Central Memory has a very basic TestModule for you to see how things can work.
For an example of what will be using these new systems, I will try to explain the Complete Spell System, which will be my next port to the ACC.
The CSS will have a 'dynamic' spell registry that is not relyant on set SpellID's. How this works is completely too complicated to get into at this time, but it does work. This spell registry will be kept track of using the saving system of the ACC. I will also be keeping track of the versioning with the ACC save system, and will therefore be able to update things behind the scenes if I ever need to. The CSS Spellbooks will have 'dragable' icons, which use a module and the CM to keep track of. Icons are 'stored' to the player in an IconsModule. This module is stored in the CM, like all other modules. When a player that has icons stored logs on, their icons are sent to them (if the system is running anyway).
The CM can be used for many things along those lines. This system pretty much eliminates the need to change the PlayerMobile.cs, or any other item/mobile. It keeps track of things using the Serial and a list of Modules that that Serial has. If you wanted to make a Paintball game that needed to put a player on a team (hint hint, update of my Paintball coming someday), you could use the CM to keep track of such things.
Anyway, if you have any questions, concerns, comments, bugs, etc, please feel free to post here or email them to me (anAlien at gmail) with 'ACC' as the subject. As I get further on making the CM gump code (very basic atm, just enough to display what it can do with the TestModule) and other systems, I will update this post until I'm ready to make the official release.
Also, here's a list of my ideas. This is sorta my 'todo' list (minus the CSS) Any comments on it are welcome as well.
Code:
RunebookGump:
Module:
Locations.
Types of Recall/Gate.
'Starting' location for gump.
Gump showing locations:
Name
Location?
Hue?
Copy Rune
Remove Rune
Recall
Gate
ItemCollection:
Gump showing items:
'Owner' and 'Guest' views.
List and Detail views.
Module:
Hashtable?
Type - Type of Item.
Saved - Save what information is different. Use flags similar to default ser/deser.
'Starting' location for gump?
Race/Class/Level:
Information/Choice gump
Module:
Class name/title/etc.
Race name/title/etc.
Level
Experience (to level)
Apply to Mobile?
Experience Gain
Artifact Rating
Can either only use x many artifacts or x amount of ARarity
Evos:
Dynamic - Able to add/remove 'types' of evos, including how many stages they go through, stats,
ID's, etc.
Save types for distribution.
Evo belongs to the player forever.
Evo can be 'changed' to a different kind during first (maybe second) stage only.
Call/release commands that bring the evo to the player or 'puts them away'.
Paintball
(If anyone is wondering)