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FS Animal Taming Systems

RoninGT

Sorceror
Ok bro download pack 1 again and see those docs, Sorry about that i no longer use Evo dragons, or Dna dragons on my server and sometimes failed to remember to update those readmes. Thanks again for the head ups.

Ronin
 

stormwolff

Knight
Im getting an issue where shrunk pets that when unshrunk are not gaining skills whith training from fighting with their master. I need to do some more tracking on it to make sure but just wanted to post here in case anyone else is having issues.

Im using the version posted on 2/9/2005

Here is the inital report

Pet are no longer gaining skill points when you fight with them. Their skills points refuse to go up but quite happily fall on death.
 

RoninGT

Sorceror
Not sure about the verison your running, My players say there there shrunken pets still gain skills. I am running a test myself, 2 cows boths skills set 0, One was shrunk and unshrunk, So far they are both gaining wrestling fine. Nothing else however ill run this test for a few hours and see what i get. Do you know if its just a sertain skill thats not gaining or all skills? Also one of my tamers just told me his mare was killed alot and lost alot of skills, he has been fighting in doom for the past few nights and tells me his mares skills are all back at 100 besidnes anatomy and poisoning. So not sure any more info you can supply would be great. Ill conutine to test on differant types of pets

Ronin
 

stormwolff

Knight
RoninGT said:
Not sure about the verison your running, My players say there there shrunken pets still gain skills. I am running a test myself, 2 cows boths skills set 0, One was shrunk and unshrunk, So far they are both gaining wrestling fine. Nothing else however ill run this test for a few hours and see what i get. Do you know if its just a sertain skill thats not gaining or all skills? Also one of my tamers just told me his mare was killed alot and lost alot of skills, he has been fighting in doom for the past few nights and tells me his mares skills are all back at 100 besidnes anatomy and poisoning. So not sure any more info you can supply would be great. Ill conutine to test on differant types of pets

Ronin

Thanks for testing im waiting on reports back from my players so I can give more info :) Ill ask them about looking for specific skills.
 

paladineD

Wanderer
RoninGT said:
Ok bro download pack 1 again and see those docs, Sorry about that i no longer use Evo dragons, or Dna dragons on my server and sometimes failed to remember to update those readmes. Thanks again for the head ups.

Ronin

Thanx man, im going to have to do a complete overhaul this weekend but ill redownload the packs and get them ready, thanx for the fix.
 

stormwolff

Knight
Whelp the users werent much of a help. The best I got out of them is it wasn't working. Ill try it again with the current version this weekend.
 

RoninGT

Sorceror
Storm I ran that test, for about an hour at the end of it both cows had nearly the same skill gain ( 80ish Wrestling, 35ish anat, and Tactis, ) I have not ran a test on magery eval med, resist and poisoning yet. However i have had many reports that Poisoning does not gain for any creature. but my players say that the rest gain fine.

Ronin
 

Nagash

Sorceror
In your DistroChanges.txt, about PotionKeg.cs, it says:
Code:
#-----[ OPEN ]-----------------------------------------
#
PotionKeg.cs

#
#-----[ FIND ]-----------------------------------------
#
		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );

			int version = reader.ReadInt();

			switch ( version )
			{
				case 0:
				{
					m_Type = (PotionEffect)reader.ReadInt();
					m_Held = reader.ReadInt();

					break;
				}
			}
		}

#
#-----[ ADD, AFTER ]-----------------------------------
#
		public override void AddNameProperty(ObjectPropertyList list)
		{
			if ( m_Held > 0 )
			{
				if ( m_Type == PotionEffect.PetResurrect )
				{
					list.Add( "a keg of pet resurrection potions" );
				}
				else if ( m_Type == PotionEffect.PetShrink )
				{
					list.Add( "a keg of shrink potions" );
				}
				else if ( m_Type == PotionEffect.PetHeal )
				{
					list.Add( "a keg of pet heal potions" );
				}
				else if ( m_Type == PotionEffect.PetGreaterHeal )
				{
					list.Add( "a keg of pet greater heal potions" );
				}
				else if ( m_Type == PotionEffect.PetCure )
				{
					list.Add( "a keg of pet cure potions" );
				}
				else if ( m_Type == PotionEffect.PetGreaterCure )
				{
					list.Add( "a keg of pet greater cure potions" );
				}
				else
				{
					list.Add( 1041620 + (int)m_Type );
				}
			}
			else
			{
				list.Add( "an empty potion keg" );
			}
		}

#

I think it should be:
Code:
Find:
public BasePotion FillBottle()
		{
			switch ( m_Type )
			{

And make it looks like (Im only using the shrink potion, so....):
public BasePotion FillBottle()
		{
			switch ( m_Type )
			{
				default:
				case PotionEffect.Nightsight:		return new NightSightPotion();

				case PotionEffect.CureLesser:		return new LesserCurePotion();
				case PotionEffect.Cure:				return new CurePotion();
				case PotionEffect.CureGreater:		return new GreaterCurePotion();

				case PotionEffect.Agility:			return new AgilityPotion();
				case PotionEffect.AgilityGreater:	return new GreaterAgilityPotion();

				case PotionEffect.Strength:			return new StrengthPotion();
				case PotionEffect.StrengthGreater:	return new GreaterStrengthPotion();

				case PotionEffect.PoisonLesser:		return new LesserPoisonPotion();
				case PotionEffect.Poison:			return new PoisonPotion();
				case PotionEffect.PoisonGreater:	return new GreaterPoisonPotion();
				case PotionEffect.PoisonDeadly:		return new DeadlyPoisonPotion();

				case PotionEffect.Refresh:			return new RefreshPotion();
				case PotionEffect.RefreshTotal:		return new TotalRefreshPotion();

				case PotionEffect.HealLesser:		return new LesserHealPotion();
				case PotionEffect.Heal:				return new HealPotion();
				case PotionEffect.HealGreater:		return new GreaterHealPotion();

				case PotionEffect.ExplosionLesser:	return new LesserExplosionPotion();
				case PotionEffect.Explosion:		return new ExplosionPotion();
				case PotionEffect.ExplosionGreater:	return new GreaterExplosionPotion();
				case PotionEffect.PetShrink:		return new PetShrinkPotion();
			}
		}
Maybe a change on PotionKeg.cs from RC0 to 1.0.0?
 

RoninGT

Sorceror
This is the entire part of that readme for PotionKeg.cs

Code:
#
#-----[ OPEN ]-----------------------------------------
#
PotionKeg.cs

#
#-----[ FIND ]-----------------------------------------
#
		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );

			int version = reader.ReadInt();

			switch ( version )
			{
				case 0:
				{
					m_Type = (PotionEffect)reader.ReadInt();
					m_Held = reader.ReadInt();

					break;
				}
			}
		}

#
#-----[ ADD, AFTER ]-----------------------------------
#
		public override void AddNameProperty(ObjectPropertyList list)
		{
			if ( m_Held > 0 )
			{
				if ( m_Type == PotionEffect.PetResurrect )
				{
					list.Add( "a keg of pet resurrection potions" );
				}
				else if ( m_Type == PotionEffect.PetShrink )
				{
					list.Add( "a keg of shrink potions" );
				}
				else if ( m_Type == PotionEffect.PetHeal )
				{
					list.Add( "a keg of pet heal potions" );
				}
				else if ( m_Type == PotionEffect.PetGreaterHeal )
				{
					list.Add( "a keg of pet greater heal potions" );
				}
				else if ( m_Type == PotionEffect.PetCure )
				{
					list.Add( "a keg of pet cure potions" );
				}
				else if ( m_Type == PotionEffect.PetGreaterCure )
				{
					list.Add( "a keg of pet greater cure potions" );
				}
				else
				{
					list.Add( 1041620 + (int)m_Type );
				}
			}
			else
			{
				list.Add( "an empty potion keg" );
			}
		}

#
#-----[ FIND ]-----------------------------------------
#
		public override int LabelNumber{ get{ return (m_Held > 0 ? 1041620 + (int)m_Type : 1041641); } }

#
#-----[ REPLACE WITH ]-----------------------------------
#
		//public override int LabelNumber{ get{ return (m_Held > 0 ? 1041620 + (int)m_Type : 1041641); } }

#
#-----[ FIND ]-----------------------------------------
#
				case PotionEffect.ExplosionGreater:	return new GreaterExplosionPotion();

#
#-----[ ADD, AFTER ]-----------------------------------
#
				case PotionEffect.PetResurrect:		return new PetResurrectPotion();
				case PotionEffect.PetShrink:		return new PetShrinkPotion();
				case PotionEffect.PetHeal:		return new HealPotionPet();
				case PotionEffect.PetGreaterHeal:	return new GreaterHealPotionPet();
				case PotionEffect.PetCure:		return new CurePotionPet();
				case PotionEffect.PetGreaterCure:	return new GreaterCurePotionPet();

I have added that part you spoke of already, Unless i am missing your point totaly. The section you posted is only one part of that readme. for PotionKeg.cs

Now if i have misunderstood you please correct me. But i dont see what your tring to say needs changed.

Ronin
 

stormwolff

Knight
re: my previous skillgain error
Looks like it was just a couple specific pets. Not sure what happened. Other pets are gaining fine. So it seems not an issue with this system.
 

salvation

Wanderer
RunUO - [www.runuo.com] Version 1.0.0, Build 36918
Scripts: Compiling C# scripts...done (0 errors, 0 warnings)
Scripts: Compiling VB.net scripts...no files found.
Scripts: Verifying...done (2175 items, 535 mobiles)
World: Loading...An error was encountered while loading a saved object
- Type: Server.Mobiles.PlayerMobile
- Serial: 0x000189C3
Delete the object? (y/n)
n
After pressing return an exception will be thrown and the server will terminate
 

daat99

Moderator
Staff member
salvation said:
RunUO - [www.runuo.com] Version 1.0.0, Build 36918
Scripts: Compiling C# scripts...done (0 errors, 0 warnings)
Scripts: Compiling VB.net scripts...no files found.
Scripts: Verifying...done (2175 items, 535 mobiles)
World: Loading...An error was encountered while loading a saved object
- Type: Server.Mobiles.PlayerMobile
- Serial: 0x000189C3
Delete the object? (y/n)
n
After pressing return an exception will be thrown and the server will terminate
You didn't updated playermobile.cs right.
Don't use the 1 in the distro folder take your own and modify it acording to the docs.
 

RoninGT

Sorceror
Yes i modified it for those who switched from RC0 to v1.0.0 (How had the system on their server before v1.0.0 release) and ill add a new player mobile for those who are doing a fresh install

Ronin

P.S. Sorry i have been away for a few weeks, Whole house is down with the flu have plans for the next update here in the next few days.
 

Macatelier

Wanderer
small bug

great system & good job RoninGT :)

i found small bug.

i think that the variable which puts in the Barding of a SwampDragon isnt prepared.

m_BardingCrafter
m_BardingExceptional
m_BardingHP
m_HasBarding
m_BardingResource
 
Weird Error

RunUO - [www.runuo.com] Version 1.0.0, Build 36918
Scripts: Compiling C# scripts...failed (1 errors, 69 warnings)
- Warning: Scripts\Customs\Special Systems\Nerun's Spawning System v4.0\Samurai
Empire\Mobiles\SE Monsters\YomotsuElder.cs: CS0162: (line 15, column 19) Unreac
hable code detected
- Error: : CS0246: (line 0, column 0) The type or namespace name 'BioCreature'
could not be found (are you missing a using directive or an assembly reference?)
I got this weird error when installing the new version. Anyone know what is causing it?
I don't even know which script to look at cause it doesn't say lol.
 

RoninGT

Sorceror
Macatelier
Thanks for reporting that ill add that in ASAP.

Lucid Nagual
That is a strange error. Let me check the scripts and see where the referance of the old BioCreature is and fix it.

Ronin
 

kfmafeng

Sorceror
Asked RoninGTing.
I have used Bio Enginering system. BaseBioCreature.cs What is morph in cs ordered on earth to use? I input morph , just what function will BodyValue400 be played after turning into BodyValue 469 mount below? Do not ride it?
 

RoninGT

Sorceror
I am having a hard time understanding you but...

Morph command is used for human bio pets so you can stable them.
Ride Command is used for human bip pets so you can mount them.

Hope this helps

Ronin
 

kfmafeng

Sorceror
Thank you for your answer ^_^.
Excuse me, if Mimic of my " a bio-engienered clone " is the horse, how could let players ride? There is beetle \ Nightmare \ Kirin ......
 
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