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[RunUO 2.0] Colored Item Name Properties

elferades

Sorceror
Great *_*
THX ! :p

i've a probleme with tool, gem & gold, i succes add color to ore, wood..and all Except for them :/

They are written in yellow :/ how modif them ?

( sorry for my english )
 

NightwolfWaW

Wanderer
Guys Just Posting The Fix to get rid of the ANNOYING iron before everything ;)
PHP:
                        #region Items Resource/Exceptional Mutate
                        if (item is BaseStaff || item is BaseRanged || item is Club) // Check to see if item is made of wood - Staffs, Bows, and Club.
                        {
                            BaseWeapon woodweapon = (BaseWeapon)item; // Taking the created item, setting it as woodweapon itemtype to add modifiers.
                            int ww_chancewheel = Utility.Random(1000); // Random number for chance of woods to be mutated
                            if (ww_chancewheel < 10) //If the ww_chance number is generated as less then 12, continue with code in brackets.
                            {
                                woodweapon.Resource = CraftResource.Frostwood; // Taking created item that was type woodweapon and setting the resource to Woodtype
                            }
                            else if (ww_chancewheel < 30)
                            {
                                woodweapon.Resource = CraftResource.Bloodwood;
                            }
                            else if (ww_chancewheel < 70)
                            {
                                woodweapon.Resource = CraftResource.Heartwood;
                            }
                            else if (ww_chancewheel < 80)
                            {
                                woodweapon.Resource = CraftResource.YewWood;
                            }
                            else if (ww_chancewheel < 100)
                            {
                                woodweapon.Resource = CraftResource.AshWood;
                            }
                            else if (ww_chancewheel < 140)
                            {
                                woodweapon.Resource = CraftResource.OakWood;
                            }
                            else // If the random number does not meet any of the above, it does this.
                            {
                                woodweapon.Resource = CraftResource.RegularWood;
                            }
                        }
                        else if (item is BaseWeapon)
                        {
                            BaseWeapon metalweapon = (BaseWeapon)item;
                            int mw_chancewheel = Utility.Random(6000);
                            //if ( mw_chancewheel < 10 )
                            //{metalweapon.Resource = CraftResource.Moonstone;
                            //}else if ( mw_chancewheel < 30 )
                            //{metalweapon.Resource = CraftResource.Jade;
                            //}else if ( mw_chancewheel < 70 )
                            //{metalweapon.Resource = CraftResource.Obsidian;
                            //}else if ( mw_chancewheel < 120 )
                            //{metalweapon.Resource = CraftResource.Mythril;
                            //}else if ( mw_chancewheel < 180 )
                            //{metalweapon.Resource = CraftResource.Platinum;
                            //}else if ( mw_chancewheel < 250 )
                            //{metalweapon.Resource = CraftResource.Silver;
                            //}else if ( mw_chancewheel < 330 )
 
                            if (mw_chancewheel < 100) // deleat this line (330 for valorite)
                            {
                                metalweapon.Resource = CraftResource.Valorite;
                            }
                            else if (mw_chancewheel < 200)
                            {
                                metalweapon.Resource = CraftResource.Verite;
                            }
                            else if (mw_chancewheel < 300)
                            {
                                metalweapon.Resource = CraftResource.Agapite;
                            }
                            else if (mw_chancewheel < 400)
                            {
                                metalweapon.Resource = CraftResource.Gold;
                            }
                            else if (mw_chancewheel < 500)
                            {
                                metalweapon.Resource = CraftResource.Bronze;
                            }
                            else if (mw_chancewheel < 600)
                            {
                                metalweapon.Resource = CraftResource.Copper;
                            }
                            else if (mw_chancewheel < 700)
                            {
                                metalweapon.Resource = CraftResource.ShadowIron;
                            }
                            else if (mw_chancewheel < 800)
                            {
                                metalweapon.Resource = CraftResource.DullCopper;
                            }
                            else
                            {
                                metalweapon.Resource = CraftResource.None;
                            }
                        }
                        if (item is BaseJewel)
                        {
                            BaseJewel jeweltype = (BaseJewel)item;
                            if (jeweltype.Resource == CraftResource.Iron)
                            {
                                int mb_chancewheel = Utility.Random(5000);
                                if (mb_chancewheel < 100) // deleat this line (330 for valorite)
                                {
                                    jeweltype.Resource = CraftResource.Valorite;
                                }
                                else if (mb_chancewheel < 200)
                                {
                                    jeweltype.Resource = CraftResource.Verite;
                                }
                                else if (mb_chancewheel < 300)
                                {
                                    jeweltype.Resource = CraftResource.Agapite;
                                }
                                else if (mb_chancewheel < 400)
                                {
                                    jeweltype.Resource = CraftResource.Gold;
                                }
                                else if (mb_chancewheel < 500)
                                {
                                    jeweltype.Resource = CraftResource.Bronze;
                                }
                                else if (mb_chancewheel < 600)
                                {
                                    jeweltype.Resource = CraftResource.Copper;
                                }
                                else if (mb_chancewheel < 700)
                                {
                                    jeweltype.Resource = CraftResource.ShadowIron;
                                }
                                else if (mb_chancewheel < 800)
                                {
                                    jeweltype.Resource = CraftResource.DullCopper;
                                }
                                else
                                {
                                    jeweltype.Resource = CraftResource.None;
                                }
                            }
                        }
                        if (item is BaseArmor)
                        {
                            BaseArmor armortype = (BaseArmor)item;
                            if (armortype.Resource == CraftResource.Iron)
                            {
                                int ma_chancewheel = Utility.Random(5000);
                                //if ( ma_chancewheel < 10 )
                                //{armortype.Resource = CraftResource.Moonstone;
                                //}else if ( ma_chancewheel < 30 )
                                //{armortype.Resource = CraftResource.Jade;
                                //}else if ( ma_chancewheel < 70 )
                                //{armortype.Resource = CraftResource.Obsidian;
                                //}else if ( ma_chancewheel < 120 )
                                //{armortype.Resource = CraftResource.Mythril;
                                //}else if ( ma_chancewheel < 180 )
                                //{armortype.Resource = CraftResource.Platinum;
                                //}else if ( ma_chancewheel < 250 )
                                //{armortype.Resource = CraftResource.Silver;
                                //}else if ( ma_chancewheel < 330 )
 
                                if (ma_chancewheel < 100) // deleat this line (330 for valorite)
                                {
                                    armortype.Resource = CraftResource.Valorite;
                                }
                                else if (ma_chancewheel < 200)
                                {
                                    armortype.Resource = CraftResource.Verite;
                                }
                                else if (ma_chancewheel < 300)
                                {
                                    armortype.Resource = CraftResource.Agapite;
                                }
                                else if (ma_chancewheel < 400)
                                {
                                    armortype.Resource = CraftResource.Gold;
                                }
                                else if (ma_chancewheel < 500)
                                {
                                    armortype.Resource = CraftResource.Bronze;
                                }
                                else if (ma_chancewheel < 600)
                                {
                                    armortype.Resource = CraftResource.Copper;
                                }
                                else if (ma_chancewheel < 700)
                                {
                                    armortype.Resource = CraftResource.ShadowIron;
                                }
                                else if (ma_chancewheel < 800)
                                {
                                    armortype.Resource = CraftResource.DullCopper;
                                }
                                else
                                {
                                    armortype.Resource = CraftResource.None;
                                }
                            }
                            if (armortype.Resource == CraftResource.RegularLeather)
                            {
                                int la_chancewheel = Utility.Random(1000);
                                if (la_chancewheel < 10)
                                {
                                    armortype.Resource = CraftResource.BarbedLeather;
                                }
                                else if (la_chancewheel < 30)
                                {
                                    armortype.Resource = CraftResource.HornedLeather;
                                }
                                else if (la_chancewheel < 70)
                                {
                                    armortype.Resource = CraftResource.SpinedLeather;
                                }
                                else
                                {
                                    armortype.Resource = CraftResource.RegularLeather;
                                }
                            }
                            if (armortype.Resource == CraftResource.RegularWood)
                            {
                                int wa_chancewheel = Utility.Random(1000); //Cherry,Cedar,Pine,Heartwood,Yew,Ash,Log
                                if (wa_chancewheel < 10)
                                {
                                    armortype.Resource = CraftResource.Frostwood;
                                }
                                else if (wa_chancewheel < 30)
                                {
                                    armortype.Resource = CraftResource.Bloodwood;
                                }
                                else if (wa_chancewheel < 70)
                                {
                                    armortype.Resource = CraftResource.Heartwood;
                                }
                                else if (wa_chancewheel < 80)
                                {
                                    armortype.Resource = CraftResource.YewWood;
                                }
                                else if (wa_chancewheel < 100)
                                {
                                    armortype.Resource = CraftResource.AshWood;
                                }
                                else if (wa_chancewheel < 140)
                                {
                                    armortype.Resource = CraftResource.OakWood;
                                }
                                else
                                {
                                    armortype.Resource = CraftResource.RegularWood;
                                }
                            }
                        }
                        #endregion
where do i put this to get rid of the iron infront of items??
 
it is under this
private int GetRandomOldBonus()
{
int rnd = Utility.RandomMinMax( m_MinIntensity, m_MaxIntensity );

if ( 50 > rnd )
return 1;
else
rnd -= 50;

if ( 25 > rnd )
return 2;
else
rnd -= 25;

if ( 14 > rnd )
return 3;
else
rnd -= 14;

if ( 8 > rnd )
return 4;

return 5;
}
in lootpack cs
 
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