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[RunUO 2.0 RC1] Daat99 OWLTR Update for 2.0 w/caveat

Gembone

Wanderer
just got this today with relatively fresh 2.0 install. got thru the keyring and all that but now have this error

Code:
RunUO - [www.runuo.com] Version 2.0, Build 2445.26067
Core: Running on .NET Framework Version 2.0.50727
Core: Running with arguments: -debug
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
Errors:
 + Misc/[2.0]AOS.cs:
    CS0234: Line 8: The type or namespace name 'FSB' does not exist in the names
pace 'Server.Spells' (are you missing an assembly reference?)
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.

is there something I am missing? or should I just comment that out?
commented that and the advanced archery parts out and works fine.
planning on adding them just haven't yet.


also the tamingbod cfg files are not in the data/bulkorders file. not seeing them in the dl'ed files either.
am I just not seeing them or did they get left out of the DL


and this system works fine with the XMLSpawner system.
 

Broadside

Wanderer
Gembone said:
just got this today with relatively fresh 2.0 install. got thru the keyring and all that but now have this error

Code:
RunUO - [www.runuo.com] Version 2.0, Build 2445.26067
Core: Running on .NET Framework Version 2.0.50727
Core: Running with arguments: -debug
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
Errors:
 + Misc/[2.0]AOS.cs:
    CS0234: Line 8: The type or namespace name 'FSB' does not exist in the names
pace 'Server.Spells' (are you missing an assembly reference?)
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.
is there something I am missing? or should I just comment that out?
commented that and the advanced archery parts out and works fine.
planning on adding them just haven't yet.


also the tamingbod cfg files are not in the data/bulkorders file. not seeing them in the dl'ed files either.
am I just not seeing them or did they get left out of the DL


and this system works fine with the XMLSpawner system.

Yes comment that out. You will have to reverse that though if you add the FullSpellbook script.
 

Angeline

Wanderer
Hello,

I've the same crashed

Code:
Server Crash Report
===================

RunUO Version 2.0, Build 2357.32527
Operating System: Microsoft Windows NT 5.0.2195 Service Pack 4
.NET Framework: 2.0.50727.42
Time: 10/09/2006 14:02:53
Mobiles: 3724
Items: 170726

Exception:
System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet.
   à Server.Engines.Craft.CraftItem.CompleteCraft(Int32 quality, Boolean makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool, CustomCraft customCraft)
   à Server.Engines.Craft.CraftItem.InternalTimer.OnTick()
   à Server.Timer.Slice()
   à Server.Core.Main(String[] args)

The last time it was the 24-8-2006 when the same player made bandanas.
I use your CraftItem.cs

Thanks
 

Boulder

Sorceror
Champ spawn

i went to champ spawns to put alters
theres no alters but every thing is spawn
do i jest put alters platform in
or is there more problems
please help
 

Lokai

Knight
Angeline said:
Hello,

I've the same crashed

Code:
Server Crash Report
===================
 
RunUO Version 2.0, Build 2357.32527
Operating System: Microsoft Windows NT 5.0.2195 Service Pack 4
.NET Framework: 2.0.50727.42
Time: 10/09/2006 14:02:53
Mobiles: 3724
Items: 170726
 
Exception:
System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet.
   à Server.Engines.Craft.CraftItem.CompleteCraft(Int32 quality, Boolean makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool, CustomCraft customCraft)
   à Server.Engines.Craft.CraftItem.InternalTimer.OnTick()
   à Server.Timer.Slice()
   à Server.Core.Main(String[] args)

The last time it was the 24-8-2006 when the same player made bandanas.
I use your CraftItem.cs

Thanks

Just confirming....

1. You have RunUO 2.0.
2. You installed FSAT Gen2.
3. You installed this system.
4. You made no other customizations to these scripts.

All that correct so far?
 

Angeline

Wanderer
Just confirming....

1. You have RunUO 2.0.
2. You installed FSAT Gen2.
3. You installed this system.
4. You made no other customizations to these scripts.

All that correct so far?

Yes I've all of this and no other customizations to these scripts.

Here are the scripts if you want.

Thanks for your help :)
 

Attachments

  • CraftItem.rar
    9.9 KB · Views: 64
  • DefTailoring.rar
    3.4 KB · Views: 56

Lokai

Knight
Angeline,

I am attaching a debugging version of the CraftItem.cs script. Please use it in place of the one you have now, and try to reproduce the crash. I have placed several strategic Console.WriteLine statements throughout the appropriate sections to try and catch the error. If you still have a crash, we may need to add more try statements.

*crosses fingers*
 

Attachments

  • CraftItem.zip
    10.3 KB · Views: 66

Angeline

Wanderer
Angeline,

I am attaching a debugging version of the CraftItem.cs script. Please use it in place of the one you have now, and try to reproduce the crash. I have placed several strategic Console.WriteLine statements throughout the appropriate sections to try and catch the error. If you still have a crash, we may need to add more try statements.

*crosses fingers*

Hello,

I've test it and I've this :

Code:
Errors :
+ Ajoutés/daatowlth/Scripts/Engines/Craft/Core/CraftItem.cs
CS0165: Line 1125: Utilisation d'une variable locale non assignée 'item'

Thanks for your help.
 

Lokai

Knight
Angeline said:
Hello,

I've test it and I've this :

Code:
Errors :
+ Ajoutés/daatowlth/Scripts/Engines/Craft/Core/CraftItem.cs
CS0165: Line 1125: Utilisation d'une variable locale non assignée 'item'

Thanks for your help.

OK, I added a simple assignment statement, and that seems to have fixed it. Either download the new one here, or make line 1110 look like this:

PHP:
Item item = null;
 

Attachments

  • CraftItem.zip
    10.3 KB · Views: 65

Angeline

Wanderer
Hello,

It's ok this time, I test it and I'll tell you if I've a new crash.

Thanks for your help :)

(sorry for my english)
 

merin

Wanderer
it seems to be not possible to fill small blacksmith BODs if weapons made with special ignots are requested. I think in SmallBOD.cs function EndCombine there shoud be an additional test:

Code:
...
				else
				{
					BulkMaterialType material = BulkMaterialType.None;

					if ( o is BaseArmor )
						material = GetMaterial( ((BaseArmor)o).Resource );
					else if ( o is BaseShoes )
						material = GetMaterial( ((BaseShoes)o).Resource );
					else if ( o is BaseWeapon )
						material = GetMaterial( ((BaseWeapon)o).Resource );
...
 
P

PoolMan

Guest
in this package there is Charged dye tubs.

To spawn on in game "[add ChargedDyeTub 50 2"
50 being the uses and 2 being the case number for metal armor tub.

My question is how can I "PackItem( new ChargedDyeTub ? ?? ); to get it to drop on a creature?
 

daat99

Moderator
Staff member
PoolMan said:
in this package there is Charged dye tubs.

To spawn on in game "[add ChargedDyeTub 50 2"
50 being the uses and 2 being the case number for metal armor tub.

My question is how can I "PackItem( new ChargedDyeTub ? ?? ); to get it to drop on a creature?
Bleh, I forgot to remove the constructable from it when I released it :(
Anyway you should do:
PackItem( new chargedDyeTub(?,??) );
 
P

PoolMan

Guest
Any reason why this gives me 2 tubs ?
Code:
		public override void GenerateLoot()
		{
			AddLoot( LootPack.Poor );
			PackItem( new ChargedDyeTub( 50, 0) );
		}
 

daat99

Moderator
Staff member
PoolMan said:
Any reason why this gives me 2 tubs ?
Code:
		public override void GenerateLoot()
		{
			AddLoot( LootPack.Poor );
			PackItem( new ChargedDyeTub( 50, 0) );
		}
Yeah but this isn't the script support...
 

Gaea

Sorceror
the learnallrecipes command

hi, thanks for taking the time to redo this for us

I have one question though...i did .learnallrecipes on myself adn another staffer... it said we laerned all...but it didnt actually teach them to us...is there a way to fix it? sometimes staff have a need to make some things (or test crafting) so I want staff to have all recipes...without going through and adding all recipes by hand... Thanks
 
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