Arwen_NightHawk
Sorceror
That was it. Changing those numbers worked. THank you hun. I will just leave them, cause I am probablythe only one that is gonna use the addon gen. So thanks again hun.
Sure thing sweety. Glad I was able to help.Arwen_NightHawk;721399 said:That was it. Changing those numbers worked. THank you hun. I will just leave them, cause I am probablythe only one that is gonna use the addon gen. So thanks again hun.
When you generate it, you'll find the code created in the main runUO directory under a folder called TheBox with a filename.cs of the name you gave it when you generated it. Move that file to your scripts directory, I recommend the customs folder, and recompile.nevar2006;721878 said:ive made the add on, and i have generated it and tested it using the addongen but how do i add the deed in the world? i cant find it using the add function or pandoras box.
/*
Package Name: CEO's Yet Another Arya Addon Generator (YAAAG)
Author: CEO
Version: 1.2
Public Release: 09/25/07
Purpose: Generates AddOns from statics, items, and tiles. Oh my!
*/
// If you're using an SVN that supports List<> methods (remove the //s) to use those instead of arrays
// or add them for RC1.
define RC2
define DEBUG
undef DEBUG
using System;
using System.Collections;
using System.IO;
using Server;
using Server.Items;
using Server.Gumps;
using Server.Commands;
using System.Collections.Generic;
using Server.ContextMenus;
using Server.Network;
using Server.Targeting;
namespace Arya.Misc
{
public class AddonGenerator
{
/// <summary>
/// Set this value if you wish the scripts to be output somewhere else rather than in the
default RunUOScriptsCustom scriptaddons
/// directory. This should be a full valid path on your computer
///
/// Example:
///
/// private static string m_CustomOutputDirector = @"C:Program
FilesRunUOScriptsCustomAddons";
/// </summary>
private static string m_CustomOutputDirectory = @"c:Documents and
SettingsHP_AdministratorDesktopRunUOserverScriptsCustomscriptaddons";
#region Template
private const string m_SimpleCode = @"
for (int i = 0; i < m_AddOnSimpleComponents.Length / 4; i++)
AddComponent( new AddonComponent( m_AddOnSimpleComponents[i,0] ),
m_AddOnSimpleComponents[i,1], m_AddOnSimpleComponents[i,2], m_AddOnSimpleComponents[i,3] );";
define RC2
define DEBUG
//#define RC2
//#define DEBUG
undef DEBUG
All that does is turn on some console stuff. If you run in -debug option I believe it gets set too, so I've found like you have that it needs to be uncommented in order to remove the console lines. It shouldn't affect or cause in compile errors thought in regards to rc1/rc2 issues.joeylockie;724115 said:hmm I had to also take out this line of code:
Code:undef DEBUG
Yeah, all I use that for is to output some console info if I'm debugging an error or working on the script.Hammerhand;724127 said:Dunno if the undefine debug does anything or not. I left mine as is and just commented out the define debug. But since I personally have no bugs, I dont need debugged and the script doesnt seem to have any either. Maybe I should comment it out and make an addon just to see what it does.