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jup art

dirtyslayer

Wanderer
jup art

Summary:
5 new jup art, jup sword, sheild, bracelt,earrings,and ring

Description:
5 jup art

Installation:
if u have a custon floder u made to put scripts in just put all four of the art in there and it will all work. then go to your sever and [add sword or the real name.
 

Attachments

  • JupsArtis.zip
    4.1 KB · Views: 1,249

Caesar

Wanderer
this is a script i made, and at least give me credit for it, then deleted cause a particular person started a shard named after it and claimed it as there own somehow it found its way back here dammit. jup is for jupiters artifacts
 

Crack177

Wanderer
This is not my script. Just one I have had since we got the new site.
Here is it.
 

Attachments

  • copyJupysArtifacts.zip
    14.6 KB · Views: 239

billy6guns

Wanderer
Code:
Scripts: Compiling C# scripts...failed (2 errors, 0 warnings)
 - Error: Scripts\custom scripts\copyJupysArtifacts\StaffOfJupiter.cs: CS0115: (
line 79, column 25) 'Server.Items.StaffOfJupiter.GetDamageTypes(out int, out int
, out int, out int, out int)': no suitable method found to override
 - Error: Scripts\custom scripts\copyJupysArtifacts\SwordOfJupiter.cs: CS0115: (
line 84, column 22) 'Server.Items.SwordOfJupiter.GetDamageTypes(out int, out int
, out int, out int, out int)': no suitable method found to override
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.
got the same error on both Jup scripts
 

Darkness_PR

Wanderer
Simple

i get that error post the script i can help u more....
from what i saw u need to re arrenge the dmg like this:

Code:
public override void GetDamageTypes( out int phys, out int fire, out int cold, out int pois, out int nrgy )
{		
phys = 100;
fire = 75;
cold = 75;
pois = 75;
nrgy = 75;
	
}
 

billy6guns

Wanderer
ah, yeah i was just reading up on how the damage was changed...
thanks for posting that script though, i still wasnt sure how to convert the items from B36
 
L

Link101

Guest
This has got to be the 20th different post of the jupiter artifacts.. that ive ever seen -.-
 

Voran

Wanderer
No, it's the same one - someone just decided to bump a 9-month-old Beta 36 script because it's not compatable with the current version.
 
My fiancee is working on some killer arty armour scripts. When she is done she or I will post! I am getting ready to post a Jello Shot script right now!
 
heres the scripts that wont compile:
Code:
using System; 
using Server;
using Server.Network; 
using Server.Items; 

using Server.Targeting;
using Server.Misc;
using System.Collections;

namespace Server.Items 
{ 
   public class SwordOfJupiter : BaseSword 
   { 
      
      public override int ArtifactRarity{ get{ return 69; } }
      
      public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.Disarm; } }
      //public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.ArmorIgnore; } }  
      public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.ParalyzingBlow; } }
      //public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.MortalStrike; } }
 
      public override int AosMinDamage{ get{ return 20; } } 
      public override int AosMaxDamage{ get{ return 25; } } 
      public override int AosSpeed{ get{ return 30; } } 
 
      public override int OldMinDamage{ get{ return 20; } } 
      public override int OldMaxDamage{ get{ return 25; } } 
      public override int OldSpeed{ get{ return 30; } } 

      public override int DefMaxRange{ get{return 3; } }
      
      public override int DefHitSound{ get{ return 0x237; } }
	  public override int DefMissSound{ get{ return 0x23A; } }

      private DateTime timeTalk = DateTime.Now; // To set delay time for sword speech
      
      [Constructable] 
      public SwordOfJupiter() : base( 0x26CF ) 
      { 
         Name = "Sword Of Jupiter"; 
         Weight = 1.0; 
         Hue = 1152; 
     
	     AccuracyLevel = WeaponAccuracyLevel.Supremely; 
         DurabilityLevel = WeaponDurabilityLevel.Indestructible;
         DamageLevel = WeaponDamageLevel.Vanq;
         Quality = WeaponQuality.Exceptional;
	     
	     //Resource = CraftResource.Valorite;
	          	     
	     Attributes.AttackChance = 90;
		 //Attributes.WeaponDamage = 20;
		 Attributes.Luck = 100;
		 
		 //Attributes.RegenMana = 5;
		 //Attributes.RegenHits = 5;
		 //Attributes.RegenStam = 5;
		 
		 //Attributes.BonusDex = 20;
		 //Attributes.BonusStr = 20;
		 //Attributes.BonusInt = 20;
		 
		 Attributes.SpellChanneling = 1;
		 
		 //AosWeaponAttribute
		 WeaponAttributes.SelfRepair = 5;
		 
		 WeaponAttributes.HitLeechMana = 55;
		 WeaponAttributes.HitLeechHits = 100;
    	 WeaponAttributes.HitLeechStam = 55;			 
		
		 WeaponAttributes.HitLowerAttack = 100;
		 WeaponAttributes.HitLowerDefend = 100;
		 
		 WeaponAttributes.HitDispel = 100;
		 WeaponAttributes.HitFireball = 100;
	     WeaponAttributes.HitLightning = 100;
		 WeaponAttributes.HitHarm = 100;
		         
         LootType = LootType.Blessed;
      } 


public override void GetDamageTypes( out int phys, out int fire, out int cold, out int pois, out int nrgy )
		{		
			phys = 100;
			nrgy = 75;
			pois = 75;
			fire = 75;
			cold = 75;
		}

public override void OnHit( Mobile attacker, Mobile defender ) 
{ 
base.OnHit( attacker, defender ); 

if( DateTime.Now >= timeTalk ) 
{ 
switch ( Utility.Random( 8 )) 
{ 
case 0: attacker.SendMessage( "You feel the power of JUPITER aiding you in combat!" ); break; 
case 1: attacker.Say( "Curse thine Offspring!" ); break; 
case 2: attacker.Say( "Thy blood shall soil the land!" ); break; 
case 3: attacker.Say( "Feel the wrath of JUPITER!" ); break; 
case 4: attacker.Say( "Your death is at hand fiend!" ); break; 
case 5: attacker.Say( "There can be only one!" ); break; 
case 6: attacker.Say( "I have something to say, i'ts better to burn out than to fade away!" ); break; 
case 7: attacker.Say( "Suffer the wrath of JUPITER rogue!" ); break; 
//defender.Say( "Forgive my ignorance please!" ); 
}
timeTalk = DateTime.Now + TimeSpan.FromSeconds(2.5);	// To set delay time for sword speech

} 

}
	//public Poison HitPoison{ get{ return Poison.Lethal; } }

      public SwordOfJupiter( Serial serial ) : base( serial ) 
      { 
      } 

      public override void Serialize( GenericWriter writer ) 
      { 
         base.Serialize( writer ); 

         writer.Write( (int) 0 ); // version 
      } 

      public override void Deserialize( GenericReader reader ) 
      { 
         base.Deserialize( reader ); 

         int version = reader.ReadInt(); 
      } 
   } 
}
And This
Code:
using System; 
using Server;
using Server.Network; 
using Server.Items; 
using Server.Mobiles; 

namespace Server.Items 
{ 
   [FlipableAttribute( 0xDF1, 0xDF0 )] 
   
   public class StaffOfJupiter : BaseStaff 
   { 
      public override int ArtifactRarity{ get{ return 69; } }
      
      public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.WhirlwindAttack; } } 
      public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.ParalyzingBlow; } } 
       
      public override int AosStrengthReq{ get{ return 25; } } 
      public override int AosMinDamage{ get{ return 20; } } 
      public override int AosMaxDamage{ get{ return 25; } } 
      public override int AosSpeed{ get{ return 40; } } 

      public override int OldStrengthReq{ get{ return 25; } } 
      public override int OldMinDamage{ get{ return 20; } } 
      public override int OldMaxDamage{ get{ return 25; } } 
      public override int OldSpeed{ get{ return 40; } } 

      public override int DefMaxRange{ get{return 3; } }
      
      private int fModDiv = 75; 

      [Constructable] 
      public StaffOfJupiter() : base( 0xDF1 ) 
      { 
          Name = "Jupiter's Staff of Skeletal Summoning"; 
          Weight = 5.0; 
          Hue = 1152;
                             
          AccuracyLevel = WeaponAccuracyLevel.Supremely; 
          DurabilityLevel = WeaponDurabilityLevel.Indestructible;
          DamageLevel = WeaponDamageLevel.Vanq;
                                   
          WeaponAttributes.SelfRepair = 5;
										    
		  Attributes.ReflectPhysical = 100;
	      Attributes.DefendChance = 100;
                  
          Attributes.Luck = 200;
          
          Attributes.CastRecovery = 5;
		  Attributes.CastSpeed = 5;
          
          Attributes.SpellChanneling = 1; 
          Attributes.SpellDamage = 55;
		  Attributes.WeaponDamage = 25;
		  Attributes.LowerManaCost = 55;

 		  WeaponAttributes.HitLowerAttack = 100;
		  WeaponAttributes.HitLowerDefend = 100;
		  Attributes.AttackChance = 90;
		  		  		 	  	
		  WeaponAttributes.HitLeechMana = 55;
		  WeaponAttributes.HitLeechHits = 100;
    	  WeaponAttributes.HitLeechStam = 55;
    	  
    	  WeaponAttributes.HitDispel = 100;
    	  WeaponAttributes.HitHarm = 100;
    	  WeaponAttributes.HitFireball = 100;
	      WeaponAttributes.HitLightning = 100;
		  
		  Attributes.RegenMana = 5;
		  Attributes.RegenHits = 5;
		  Attributes.RegenStam = 5;	
         
          LootType = LootType.Blessed;

      } 

	  public override void GetDamageTypes( out int phys, out int fire, out int cold, out int pois, out int nrgy )
		{		
			phys = 100;
			nrgy = 75;
			pois = 75;
			fire = 75;
			cold = 75;
		}

      public override void OnDoubleClick( Mobile from ) 
      { 
         if ( Parent != from ) 
         { 
            from.SendMessage( "You must equip this item to use it." ); 
            return; 
         }          

            if( from.Skills[SkillName.Necromancy].Value < 10 ) 
         { 
            from.SendMessage( "Your necromancy skill is not high enough to summon." ); 
            return; 
         } 
          
         IPooledEnumerable eable = from.Map.GetItemsInRange(from.Location, 10 ) ; 

         foreach( Item c in eable ) 
         {    
            if( c is Corpse) 
            { 
               Corpse corpse = (Corpse)c; 

               if( !corpse.Owner.Player ) 
               { 
                  if( from.Skills[SkillName.Necromancy].Value >= 90 ) 
                  { 
                     BaseCreature.Summon(new SkeletalMage(),from,c.Location, 0x48D, TimeSpan.FromSeconds(from.Skills[SkillName.SpiritSpeak].Value * 3) ); 
                     from.Mana -=15; 
                     c.Delete(); 
                     eable.Free(); 
                     return; 
                  } 
                  if( from.Skills[SkillName.Necromancy].Value >= 50 ) 
                  { 
                     BaseCreature.Summon(new SkeletalKnight(),from,c.Location, 0x48D, TimeSpan.FromSeconds(from.Skills[SkillName.SpiritSpeak].Value * 3) ); 
                     from.Mana -= 12; 
                     c.Delete(); 
                     eable.Free(); 
                     return; 
                  } 
                   
                  BaseCreature.Summon(new Skeleton(),from,c.Location, 0x48D, TimeSpan.FromSeconds(from.Skills[SkillName.SpiritSpeak].Value * 3) ); 
                  from.Mana -= 10; 
                  c.Delete(); 
                  eable.Free(); 
                  return; 
               } 
            } 
             
         } 
         from.SendMessage("You must be near a corpse to raise it"); 
         eable.Free(); 
      }    

      public override bool OnEquip( Mobile from ) 
      { 
         if( from.Skills[SkillName.Necromancy].Value >= 10 ) 
         { 
            double fMod = (from.Skills[SkillName.Necromancy].Value + from.Skills[SkillName.SpiritSpeak].Value) / fModDiv ; 
             
            from.FollowersMax += (int)fMod; 
         } 
         base.OnEquip(from); 
         return true; 
      } 

      public override void OnRemoved( object o ) 
      { 
         if( o is Mobile) 
         { 
            if( ((Mobile)o).Skills[SkillName.Necromancy].Value >= 10 ) 
            { 
               double fMod = (((Mobile)o).Skills[SkillName.Necromancy].Value + ((Mobile)o).Skills[SkillName.SpiritSpeak].Value) / fModDiv ; 
             
               ((Mobile)o).FollowersMax -= (int)fMod; 
            } 
         } 
          
         base.OnRemoved( o ); 
      } 

      public StaffOfJupiter( Serial serial ) : base( serial ) 
      { 
      } 

      public override void Serialize( GenericWriter writer ) 
      { 
         base.Serialize( writer ); 

         writer.Write( (int) 0 ); // version 
      } 

      public override void Deserialize( GenericReader reader ) 
      { 
         base.Deserialize( reader ); 

         int version = reader.ReadInt(); 
      } 
   } 
}

Heres The Errors:
Scripts: Compiling C# scripts...failed (2 errors, 0 warnings)
- Error: Scripts\Custom Scripts\copyJupysArtifacts\StaffOfJupiter.cs: CS0115: (
line 79, column 25) 'Server.Items.StaffOfJupiter.GetDamageTypes(out int, out int
, out int, out int, out int)': no suitable method found to override
- Error: Scripts\Custom Scripts\copyJupysArtifacts\SwordOfJupiter.cs: CS0115: (
line 84, column 22) 'Server.Items.SwordOfJupiter.GetDamageTypes(out int, out int
, out int, out int, out int)': no suitable method found to override
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.
 
aha figured it out :rolleyes: sorry im noob at this ... just change this:

public override void GetDamageTypes( out int phys, out int fire, out int cold, out int pois, out int nrgy )
{
phys = 100;
fire = 75;
cold = 75;
pois = 75;
nrgy = 75;

to this:

public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
{
phys = 100; fire = 75; cold = 75; nrgy = 75;
pois = 75;
 

killerj

Wanderer
Jupiter Items

TY For Posting The Jupiter Stuff To Bad It Dident Have The Jupiter Bow I Use To Have One But Lost It When PC Crashed I Hope To See It Posted Again Soon And To The Person That Made The Jupiter Weapions And Armor If You Read This Thanks And Great Work :)
 
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