goodmojo said:How does a Tinker craft a golem? I didnt see a README.txt or directions in the original post.
Hegge said:Thanks for support.
I have been away some but looks like Z has given som awnsers, thanks mate =)
Im not sure about the balance of the golems so if you find them to good or if they suck, please let me know =)
AddCraft( typeof( ClockworkAssembly ), 1044050, 600001, 50.0, 100.0, typeof( IronIngot ), 1044036, 30, 1044037 );
Waverian said:Adding an entry for making clockwork assemblies craftable is rather simple.
The very basic idea is this, in DefTinkering.cs:
Code:AddCraft( typeof( ClockworkAssembly ), 1044050, 600001, 50.0, 100.0, typeof( IronIngot ), 1044036, 30, 1044037 );
I'm sure you can find a breakdown of this in the docs.
Also note, that I did this using an edited cliloc.enu file, where as the entry 600001 ( reading "clockwork assembly" was added via UO Localization. Granted there may be some type of way to add a string instead of an int, I didn't really get involved enough to figure that out.
AddCraft( typeof( ClockworkAssembly ), 1044050, "Clockwork Assembly", 50.0, 100.0, typeof( IronIngot ), "You need more ingots", 30, "ingots" );
AddCraft( typeof( ClockworkAssembly ), 1044046, "Clockwork Assembly", 50.0, 100.0, typeof( IronIngot ), [COLOR=Red]1044036[/COLOR], 30, [COLOR=Red]1044037[/COLOR] );
hudel said:I've looked for the codes in an unmodified cliloc file. You can use it like this:
Code:AddCraft( typeof( ClockworkAssembly ), 1044046, "Clockwork Assembly", 50.0, 100.0, typeof( IronIngot ), [COLOR=Red]1044036[/COLOR], 30, [COLOR=Red]1044037[/COLOR] );
@KillerBeez
hmm,... I think you permuted the string for the "You have not enough ingots" and the "ingots" in your post.
Greystar said:Has anyone made a way to make the Clockworkassemblies Craftable yet... I've been thinking about it so that tinkers dont have to hunt golems then HOPE they get an assembly... PowerCrystals should still have to be found... although I havent gotten a single one from anything I've killed on my shard so Im beginning to wonder if I'm going to find one at all... I've gotten a whole lot of Arcane Gems from the Jukas though.
hudel said:hmm,... strange.
I use this on 1.0 RC0 and it works properly for me.
I post my DefThinkering. Maybe we can find the difference.
Waverian said:Adding an entry for making clockwork assemblies craftable is rather simple.
The very basic idea is this, in DefTinkering.cs:
Code:AddCraft( typeof( ClockworkAssembly ), 1044050, 600001, 50.0, 100.0, typeof( IronIngot ), 1044036, 30, 1044037 );
I'm sure you can find a breakdown of this in the docs.
Also note, that I did this using an edited cliloc.enu file, where as the entry 600001 ( reading "clockwork assembly" was added via UO Localization. Granted there may be some type of way to add a string instead of an int, I didn't really get involved enough to figure that out.
- Error: Scripts\Items\Misc\ClockworkAssembly.cs: CS0117: (line181, column 8)
'Server.Mobiles.Golem' does not contain a definition for 'MoveToWorld'
MarKdElf said:Ok im getting an error(happened to me in this & arya's auction script):
Code:- Error: Scripts\Items\Misc\ClockworkAssembly.cs: CS0117: (line181, column 8) 'Server.Mobiles.Golem' does not contain a definition for 'MoveToWorld'
got the same MoveToWorld thingy in the other scripts.... Ne Help Neone? (mind you im newbie in this scene so pls tollerate me lol)
Greystar said:Thanks though trying to prevent needing to modify anything so as to make it so my players only have to have either Razor and the client or Razor/UOGateway/Client with nothing else... although we use UOAM as well for easier tracking of each other.
AddCraft( typeof( ClockworkAssembly ), 1044050, "clockwork assembly", 50.0, 100.0, typeof( IronIngot ), "ingots", 30, 1044037 );
KillerBeeZ said:you need to upgrade to 1.0
you can edit this to work with b36
If I remember correctly...
find and replace this in ClockworkAssembly.cs
g.MoveToWorld( from.Location, from.Map );
with this
g.Location = from.Location;
g.Map = from.Map;
rafael said:I have a question, i liked the system a lot 1st of all, but when the Golem has his hp lowered, how can i heal it? i mean, there should be a way to repair it with tinker repair? or i need to use magery, healing/vet???
also, they eat meat right? so it won't decay and get bonded?