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OSI Plant Growing (Updated 12/20)

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]Raiden[

Wanderer
Bug or what?

In stage 9 of the growth cycle, "if" you double click the plant a couple of times to bring up serveral gumps, and you set the plant to decorative on all the gumps it will dupe the plant for as many gumps as you have open.


Tried that with a reg player and admin..
 

UOT

Knight
Sounds like a bug. I'll look in to that, there should be an easy way to fix that so expect a fix soon.

Fixed the water bug from container, thanks for reporting it. I'll have the updated version with fix once I fix the deco plant dupe bug.
 

vinkat

Wanderer
Need help on plant errors

first i will say i know nothing about scripting and trouble shooting so this is probally a simple fix.

I installed the plant scripts exactly like the readme says to but when i ran the server i got the following 4 errors

- Error: Scripts\Mobiles\PlayerMobile.CS: CS1518: (line 52, column 10) Expected class, delegate, enum, interface, or struct

all 4 errors are the same just the line changes (52, 54, 61, 71). I installed this on a fresh release 36 package. any help will be greatly appreciated. I know it is something dumb i am missing
 

UOT

Knight
It seems you pasted the orange petal code before the opening bracket of the PlayerMobile class.[code:1] public class PlayerMobile : Mobile
{ // <-------- this is line 52[/code:1]The orange petal code should be pasted after that bracket.
 

Vince

Wanderer
I know this is a small error but i don't know what to do could you show me what it should look like i posted the thing from the readme into my playermobile.cs but this is the error i got

Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
- Error: Scripts\Mobiles\PlayerMobile.cs: CS1513: (line 81, column 3) } expecte
d
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.

the script looks like this

[code:1]
//Start
public class PlayerMobile : Mobile{
public bool Petals;

public override bool CheckPoisonImmunity( Mobile from,Poison poison)
{
if (Petals)
return (poison.Level < 3);
return base.CheckPoisonImmunity( from,poison );
}

public override void OnPoisonImmunity(Mobile from, Poison poison)
{
if (Petals)
{
this.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1053092, this.NetState); // * You feel yourself resisting the effects of the poison *
return;
}
base.OnPoisonImmunity( from,poison );
}

public override void OnPoisoned(Mobile from, Poison poison, Poison oldPoison)
{
if (Petals && (poison != oldPoison))
{
this.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1053093, this.NetState); // * The strength of the poison overcomes your resistance! *
return;
}
Base.OnPoisoned( from, poison, oldPoison);

//End
[/code:1]
 
Here is how the code looks in my player mobile:

Been working flawlessly for over 3 months now.

[code:1]
public class PlayerMobile : Mobile
{
//ADDED for Orange Petals
public bool Petals;

public override bool CheckPoisonImmunity( Mobile from, Poison poison )
{
if (Petals)
return (poison.Level < 3);
return base.CheckPoisonImmunity( from, poison );
}

public override void OnPoisonImmunity(Mobile from, Poison poison)
{
if (Petals)
{
this.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1053092, this.NetState); // * You feel yourself resisting the effects of the poison *
return;
}
base.OnPoisonImmunity( from,poison );
}

public override void OnPoisoned(Mobile from, Poison poison, Poison oldPoison)
{
if (Petals && (poison != oldPoison))
{
this.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1053093, this.NetState); // * The strength of the poison overcomes your resistance! *
return;
}
base.OnPoisoned( from, poison, oldPoison);
}
// End added Orange Petals[/code:1]

Hope that helps
 
Vince said:
I know this is a small error but i don't know what to do could you show me what it should look like i posted the thing from the readme into my playermobile.cs but this is the error i got

Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
- Error: Scripts\Mobiles\PlayerMobile.cs: CS1513: (line 81, column 3) } expecte
d
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.

the script looks like this

[code:1]
//Start
public class PlayerMobile : Mobile{
public bool Petals;

public override bool CheckPoisonImmunity( Mobile from,Poison poison)
{
if (Petals)
return (poison.Level < 3);
return base.CheckPoisonImmunity( from,poison );
}

public override void OnPoisonImmunity(Mobile from, Poison poison)
{
if (Petals)
{
this.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1053092, this.NetState); // * You feel yourself resisting the effects of the poison *
return;
}
base.OnPoisonImmunity( from,poison );
}

public override void OnPoisoned(Mobile from, Poison poison, Poison oldPoison)
{
if (Petals && (poison != oldPoison))
{
this.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1053093, this.NetState); // * The strength of the poison overcomes your resistance! *
return;
}
Base.OnPoisoned( from, poison, oldPoison);

} // I think this is all you are missing.

//End
[/code:1]
 

Voran

Wanderer
Er... I'm having a VERY odd error. I have the latest package installed, and rare seeds work fine...
Byt players can't plant plain seeds. No error message when targetting the bowl, nothing.
 
i know to add fertiledirt to earth elementals you add to
EarthElemental.cs
[code:1]PackItem( new FertileDirt() );[/code:1]
but if you wanted say a random number of fertiledirt say between 1and5
would you add to
EarthElemental.cs
[code:1]PackItem( new FertileDirt(1,5) );[/code:1]
 

UOT

Knight
Lady_Whitefyr said:
i know to add fertiledirt to earth elementals you add to
EarthElemental.cs
[code:1]PackItem( new FertileDirt() );[/code:1]
but if you wanted say a random number of fertiledirt say between 1and5
would you add to
EarthElemental.cs
[code:1]PackItem( new FertileDirt(1,5) );[/code:1]
To add a random amount like 1 to 5 you'd use [code:1]PackItem( new FertileDirt( Utility.RandomMinMax(1,5) ) );[/code:1]or if you want to use your method posted above you'd have to add this constructor to fertile dirt[code:1] [Constructable]
public FertileDirt(int min, int max) : this( Utility.RandomMinMax(min, max) )
{
}[/code:1]then you can use [code:1]PackItem( new FertileDirt(1,5) );[/code:1]


@Voran: Can you provide any more details, I'm unable to reproduce this. Did you try to modify any of the plant system scripts, if so which?
 

Voran

Wanderer
I modifed the Plant Resources file - I deleted the solen hive teleporter, since I'd got the original modified from the ealrier release, when it was seperate.

I've tested this myself - double-click seed, target bowl. Nothing happens - no message, nothing. I can't see any cause for this in the script, and rare seeds work fine.
It doesn't matter if the bowl has soft dirt or hard dirt - there's no message, and the seed stays put.
B36, obviously.
 

UOT

Knight
There's no code in plant resources or solen entrance that would cause that. When you say from an earlier release do you mean my previous 1.0 or 2.0 releases or a previous release from this thread? Because if it's from the 1.0 or 2.0 releases the old seeds won't work with the new pots and vise versa so the problem might be there.
 

Voran

Wanderer
I overwrote the seeds and the pots. Litterally the only thing that's still there from an older version (and I can't remember which) is the solen hives teleporter being seperate. I've not touched the seeds or the pots.
 

UOT

Knight
Can you do a props on the plain seed and the pot you try to plant it in and post the hue and type of seed also if it's a baseseed or named seed and the water and stage from the plant bowl?
 

Voran

Wanderer
It's baseSeed - haven't tried with nameseed.
The hue doesn't seem to matter - I tried with red and blue.
and the bowl's FullPlantBowl. as I say, I've tried with soft dirt and hard dirt, and don't get any message.
If I try planting the seed in a cabage (nearest thing to hand), I get the "You must use the seed on a bowl of dirt!" message, as normal.
 

Philantrop

Sorceror
From a player I got this bug (?) report:

I can't seem to harvest the last seed off of a plant, when it gets down to 0/1 (0 to be picked / 1 left to grow) and it grows, there is a big X through the seed section in the next cycle and you can't pick any seeds off the plant.
 
D

draco

Guest
i get an error

[code:1]
Scripts: Compiling C# scripts...failed (11 errors, 0 warnings)
- Error: Scripts\Mobiles\PlayerMobile.cs: CS1518: (line 1790, column 24) Expect
ed class, delegate, enum, interface, or struct
- Error: Scripts\Mobiles\PlayerMobile.cs: CS1518: (line 1812, column 10) Expect
ed class, delegate, enum, interface, or struct
- Error: Scripts\Mobiles\PlayerMobile.cs: CS1518: (line 1907, column 10) Expect
ed class, delegate, enum, interface, or struct
- Error: Scripts\Mobiles\PlayerMobile.cs: CS1518: (line 1908, column 10) Expect
ed class, delegate, enum, interface, or struct
- Error: Scripts\Mobiles\PlayerMobile.cs: CS1518: (line 1909, column 10) Expect
ed class, delegate, enum, interface, or struct
- Error: Scripts\Mobiles\PlayerMobile.cs: CS1518: (line 1915, column 10) Expect
ed class, delegate, enum, interface, or struct
- Error: Scripts\Mobiles\PlayerMobile.cs: CS1518: (line 1916, column 10) Expect
ed class, delegate, enum, interface, or struct
- Error: Scripts\Mobiles\PlayerMobile.cs: CS1518: (line 1922, column 10) Expect
ed class, delegate, enum, interface, or struct
- Error: Scripts\Mobiles\PlayerMobile.cs: CS1518: (line 1923, column 10) Expect
ed class, delegate, enum, interface, or struct
- Error: Scripts\Mobiles\PlayerMobile.cs: CS1518: (line 1924, column 10) Expect
ed class, delegate, enum, interface, or struct
- Error: Scripts\Mobiles\PlayerMobile.cs: CS1022: (line 1927, column 1) Type or
namespace definition, or end-of-file expected
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.
[/code:1]

please help!
 
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