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[RunUO 2.0 SVN] Heritage Token

koluch

Sorceror
*maybe it was the gray instead...*

I have NO idea, but went to put the sections back in GreaterArtis to post the error and add also put it back on the items in the Gift Folder and the other few items and now.....no error.....*hangs head in shame*

Sorry for the troubles, but thanks for asking Mal:]
(stupid thing is I did this before several times and kept getting the" ITokunoDyable could not be found, are you sure not missing an assembly reference" error or however that crap pops up.
Again all is well and everyone have a great weekend!!!!

Koluch :]
 

jeremymcc

Sorceror
hey, got a couple more minor bugs to report. unsettling portrait and disturbing portrait don't change when walked by and the curtains are misaligned when they open and close. nothing major. :) again, thank you for another great pack of scripts. my wife has been making good use of all the new deco :D
 

koluch

Sorceror
Curtain east

Misalignment :]


Think on the south one when open the swags are in the wrong spot also, Il double check :]

Thanks!!

Koluch :)
 

jeremymcc

Sorceror
koluch;783251 said:
Misalignment :]


Think on the south one when open the swags are in the wrong spot also, Il double check :]

Thanks!!

Koluch :)

yes, it does. my wife pointed out both of these bugs for me. she LOVES to house deco, lol.
 

ShadwDrgn

Sorceror
I'm having problems here. I've got ML package installed and trying to merge this. Every time I try to save I get this:

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

RunUO Version 2.0, Build 3260.4284
Operating System: Microsoft Windows NT 5.1.2600 Service Pack 3
.NET Framework: 2.0.50727.1433
Time: 12/5/2008 1:26:42 AM
Mobiles: 2192
Items: 103977
Exception:
System.NullReferenceException: Object reference not set to an instance of an object.
   at Server.Items.BaseJewel.Serialize(GenericWriter writer)
   at Server.Items.GoldBracelet.Serialize(GenericWriter writer)
   at Server.StandardSaveStrategy.SaveItems(SaveMetrics metrics) in c:\Program Files\Runuo\Server\Persistence\StandardSaveStrategy.cs:line 125
   at Server.StandardSaveStrategy.Save(SaveMetrics metrics) in c:\Program Files\Runuo\Server\Persistence\StandardSaveStrategy.cs:line 45
   at Server.World.Save(Boolean message) in c:\Program Files\Runuo\Server\World.cs:line 778
   at Server.World.Save() in c:\Program Files\Runuo\Server\World.cs:line 747
   at Server.Misc.AutoSave.Save()
   at Server.Commands.CommandHandlers.Save_OnCommand(CommandEventArgs e)
   at Server.Commands.CommandSystem.Handle(Mobile from, String text, MessageType type) in c:\Program Files\Runuo\Server\Commands.cs:line 321
   at Server.Mobile.DoSpeech(String text, Int32[] keywords, MessageType type, Int32 hue) in c:\Program Files\Runuo\Server\Mobile.cs:line 4662
   at Server.Mobiles.PlayerMobile.DoSpeech(String text, Int32[] keywords, MessageType type, Int32 hue)
   at Server.Network.PacketHandlers.UnicodeSpeech(NetState state, PacketReader pvSrc) in c:\Program Files\Runuo\Server\Network\PacketHandlers.cs:line 1338
   at Server.Network.MessagePump.HandleReceive(NetState ns) in c:\Program Files\Runuo\Server\Network\MessagePump.cs:line 268
   at Server.Network.MessagePump.Slice() in c:\Program Files\Runuo\Server\Network\MessagePump.cs:line 129
   at Server.Core.Main(String[] args) in c:\Program Files\Runuo\Server\Main.cs:line 480

I suppose I must have merged basejewel wrong. :( I had to adjust the serialize and deserialize because the ML package added a version 3 already and your package replaced the version 3 serialize. Here is my basejewel.cs:

Code:
using System;
using Server.Engines.Craft;

namespace Server.Items
{
	public enum GemType
	{
		None,
		StarSapphire,
		Emerald,
		Sapphire,
		Ruby,
		Citrine,
		Amethyst,
		Tourmaline,
		Amber,
		Diamond
	}

	public abstract class BaseJewel : Item, ICraftable, ISetItem
	{
		private AosAttributes m_AosAttributes;
		private AosElementAttributes m_AosResistances;
		private AosSkillBonuses m_AosSkillBonuses;
		private CraftResource m_Resource;
		private GemType m_GemType;

		[CommandProperty( AccessLevel.GameMaster )]
		public AosAttributes Attributes
		{
			get{ return m_AosAttributes; }
			set{}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public AosElementAttributes Resistances
		{
			get{ return m_AosResistances; }
			set{}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public AosSkillBonuses SkillBonuses
		{
			get{ return m_AosSkillBonuses; }
			set{}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public CraftResource Resource
		{
			get{ return m_Resource; }
			set{ m_Resource = value; Hue = CraftResources.GetHue( m_Resource ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public GemType GemType
		{
			get{ return m_GemType; }
			set{ m_GemType = value; InvalidateProperties(); }
		}

		public override int PhysicalResistance{ get{ return m_AosResistances.Physical; } }
		public override int FireResistance{ get{ return m_AosResistances.Fire; } }
		public override int ColdResistance{ get{ return m_AosResistances.Cold; } }
		public override int PoisonResistance{ get{ return m_AosResistances.Poison; } }
		public override int EnergyResistance{ get{ return m_AosResistances.Energy; } }
		public virtual int BaseGemTypeNumber{ get{ return 0; } }

		public override int LabelNumber
		{
			get
			{
				if ( m_GemType == GemType.None )
					return base.LabelNumber;

				return BaseGemTypeNumber + (int)m_GemType - 1;
			}
		}

		public virtual int ArtifactRarity{ get{ return 0; } }
		
		#region Mondain's Legacy		
		private Mobile m_Crafter;
		private ArmorQuality m_Quality;
		
		[CommandProperty( AccessLevel.GameMaster )]
		public Mobile Crafter
		{
			get{ return m_Crafter; }
			set{ m_Crafter = value; InvalidateProperties(); }
		}
		
		[CommandProperty( AccessLevel.GameMaster )]
		public ArmorQuality Quality
		{
			get{ return m_Quality; }
			set{ m_Quality = value; InvalidateProperties(); }
		}
		#endregion

		public BaseJewel( int itemID, Layer layer ) : base( itemID )
		{
			m_AosAttributes = new AosAttributes( this );
			m_AosResistances = new AosElementAttributes( this );
			m_AosSkillBonuses = new AosSkillBonuses( this );
			m_Resource = CraftResource.Iron;
			m_GemType = GemType.None;

			Layer = layer;
		}

		public override void OnAdded( object parent )
		{
			if ( Core.AOS && parent is Mobile )
			{
				Mobile from = (Mobile)parent;

				m_AosSkillBonuses.AddTo( from );

				int strBonus = m_AosAttributes.BonusStr;
				int dexBonus = m_AosAttributes.BonusDex;
				int intBonus = m_AosAttributes.BonusInt;

				if ( strBonus != 0 || dexBonus != 0 || intBonus != 0 )
				{
					string modName = this.Serial.ToString();

					if ( strBonus != 0 )
						from.AddStatMod( new StatMod( StatType.Str, modName + "Str", strBonus, TimeSpan.Zero ) );

					if ( dexBonus != 0 )
						from.AddStatMod( new StatMod( StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero ) );

					if ( intBonus != 0 )
						from.AddStatMod( new StatMod( StatType.Int, modName + "Int", intBonus, TimeSpan.Zero ) );
				}

				from.CheckStatTimers();
								
				#region Sets
				if ( IsSetItem )
				{
					m_SetEquipped = SetHelper.FullSetEquipped( from, SetID, Pieces );
				
					if ( m_SetEquipped )
					{
						m_LastEquipped = true;							
						SetHelper.AddSetBonus( from, SetID );
					}
				}
				#endregion
			}
		}

		public override void OnRemoved( object parent )
		{
			if ( Core.AOS && parent is Mobile )
			{
				Mobile from = (Mobile)parent;

				m_AosSkillBonuses.Remove();

				string modName = this.Serial.ToString();

				from.RemoveStatMod( modName + "Str" );
				from.RemoveStatMod( modName + "Dex" );
				from.RemoveStatMod( modName + "Int" );

				from.CheckStatTimers();

				#region Sets
				if ( IsSetItem && m_SetEquipped )
					SetHelper.RemoveSetBonus( from, SetID, this );
				#endregion
			}
		}

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

		public override void GetProperties( ObjectPropertyList list )
		{
			base.GetProperties( list );
			
			#region Mondain's Legacy							
			if ( m_Quality == ArmorQuality.Exceptional )
				list.Add( 1063341 ); // exceptional
				
			if ( m_Crafter != null )
				list.Add( 1050043, m_Crafter.Name ); // crafted by ~1_NAME~
			#endregion

			#region Sets
			if ( IsSetItem )
			{
				list.Add( 1080240, Pieces.ToString() ); // Part of a Jewelry Set (~1_val~ pieces)
					
				if ( m_SetEquipped )
				{
					list.Add( 1080241 ); // Full Jewelry Set Present					
					SetHelper.GetSetProperties( list, this );
				}
			}
			#endregion

			m_AosSkillBonuses.GetProperties( list );

			int prop;

			if ( (prop = ArtifactRarity) > 0 )
				list.Add( 1061078, prop.ToString() ); // artifact rarity ~1_val~

			if ( (prop = m_AosAttributes.WeaponDamage) != 0 )
				list.Add( 1060401, prop.ToString() ); // damage increase ~1_val~%

			if ( (prop = m_AosAttributes.DefendChance) != 0 )
				list.Add( 1060408, prop.ToString() ); // defense chance increase ~1_val~%

			if ( (prop = m_AosAttributes.BonusDex) != 0 )
				list.Add( 1060409, prop.ToString() ); // dexterity bonus ~1_val~

			if ( (prop = m_AosAttributes.EnhancePotions) != 0 )
				list.Add( 1060411, prop.ToString() ); // enhance potions ~1_val~%

			if ( (prop = m_AosAttributes.CastRecovery) != 0 )
				list.Add( 1060412, prop.ToString() ); // faster cast recovery ~1_val~

			if ( (prop = m_AosAttributes.CastSpeed) != 0 )
				list.Add( 1060413, prop.ToString() ); // faster casting ~1_val~

			if ( (prop = m_AosAttributes.AttackChance) != 0 )
				list.Add( 1060415, prop.ToString() ); // hit chance increase ~1_val~%

			if ( (prop = m_AosAttributes.BonusHits) != 0 )
				list.Add( 1060431, prop.ToString() ); // hit point increase ~1_val~

			if ( (prop = m_AosAttributes.BonusInt) != 0 )
				list.Add( 1060432, prop.ToString() ); // intelligence bonus ~1_val~

			if ( (prop = m_AosAttributes.LowerManaCost) != 0 )
				list.Add( 1060433, prop.ToString() ); // lower mana cost ~1_val~%

			if ( (prop = m_AosAttributes.LowerRegCost) != 0 )
				list.Add( 1060434, prop.ToString() ); // lower reagent cost ~1_val~%

			if ( (prop = m_AosAttributes.Luck) != 0 )
				list.Add( 1060436, prop.ToString() ); // luck ~1_val~

			if ( (prop = m_AosAttributes.BonusMana) != 0 )
				list.Add( 1060439, prop.ToString() ); // mana increase ~1_val~

			if ( (prop = m_AosAttributes.RegenMana) != 0 )
				list.Add( 1060440, prop.ToString() ); // mana regeneration ~1_val~

			if ( (prop = m_AosAttributes.NightSight) != 0 )
				list.Add( 1060441 ); // night sight

			if ( (prop = m_AosAttributes.ReflectPhysical) != 0 )
				list.Add( 1060442, prop.ToString() ); // reflect physical damage ~1_val~%

			if ( (prop = m_AosAttributes.RegenStam) != 0 )
				list.Add( 1060443, prop.ToString() ); // stamina regeneration ~1_val~

			if ( (prop = m_AosAttributes.RegenHits) != 0 )
				list.Add( 1060444, prop.ToString() ); // hit point regeneration ~1_val~

			if ( (prop = m_AosAttributes.SpellChanneling) != 0 )
				list.Add( 1060482 ); // spell channeling

			if ( (prop = m_AosAttributes.SpellDamage) != 0 )
				list.Add( 1060483, prop.ToString() ); // spell damage increase ~1_val~%

			if ( (prop = m_AosAttributes.BonusStam) != 0 )
				list.Add( 1060484, prop.ToString() ); // stamina increase ~1_val~

			if ( (prop = m_AosAttributes.BonusStr) != 0 )
				list.Add( 1060485, prop.ToString() ); // strength bonus ~1_val~

			if ( (prop = m_AosAttributes.WeaponSpeed) != 0 )
				list.Add( 1060486, prop.ToString() ); // swing speed increase ~1_val~%

			base.AddResistanceProperties( list );
							
			#region Sets
			if ( IsSetItem && !m_SetEquipped )
			{
				list.Add( 1072378 ); // <br>Only when full set is present:				
				SetHelper.GetSetProperties( list, this );
			}
			#endregion		
		}

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

			writer.Write( (int) 4 ); // version
			
			#region Sets version 4
			writer.Write( (bool) m_LastEquipped );
			writer.Write( (bool) m_SetEquipped );
			writer.Write( (int) m_SetHue );

			m_SetAttributes.Serialize( writer );
			m_SetSkillBonuses.Serialize( writer );
			#endregion

			#region Mondain's Legacy version 3
			writer.Write( (Mobile) m_Crafter );
			writer.Write( (int) m_Quality );
			#endregion

			writer.WriteEncodedInt( (int) m_Resource );
			writer.WriteEncodedInt( (int) m_GemType );

			m_AosAttributes.Serialize( writer );
			m_AosResistances.Serialize( writer );
			m_AosSkillBonuses.Serialize( writer );
		}

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

			int version = reader.ReadInt();

			switch ( version )
			{
				#region Sets
				case 4:
				{
					m_LastEquipped = reader.ReadBool();
					m_SetEquipped = reader.ReadBool();
					m_SetHue = reader.ReadInt();

					m_SetAttributes = new AosAttributes( this, reader );
					m_SetSkillBonuses = new AosSkillBonuses( this, reader );

					goto case 3;
				}
				#endregion
				case 3:
				{
					#region Mondain's Legacy
					m_Crafter = reader.ReadMobile();
					m_Quality = (ArmorQuality) reader.ReadInt();
					#endregion
					
					goto case 2;
				}
				case 2:
				{
					m_Resource = (CraftResource)reader.ReadEncodedInt();
					m_GemType = (GemType)reader.ReadEncodedInt();

					goto case 1;
				}
				case 1:
				{
					m_AosAttributes = new AosAttributes( this, reader );
					m_AosResistances = new AosElementAttributes( this, reader );
					m_AosSkillBonuses = new AosSkillBonuses( this, reader );

					if ( Core.AOS && Parent is Mobile )
						m_AosSkillBonuses.AddTo( (Mobile)Parent );

					int strBonus = m_AosAttributes.BonusStr;
					int dexBonus = m_AosAttributes.BonusDex;
					int intBonus = m_AosAttributes.BonusInt;

					if ( Parent is Mobile && (strBonus != 0 || dexBonus != 0 || intBonus != 0) )
					{
						Mobile m = (Mobile)Parent;

						string modName = Serial.ToString();

						if ( strBonus != 0 )
							m.AddStatMod( new StatMod( StatType.Str, modName + "Str", strBonus, TimeSpan.Zero ) );

						if ( dexBonus != 0 )
							m.AddStatMod( new StatMod( StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero ) );

						if ( intBonus != 0 )
							m.AddStatMod( new StatMod( StatType.Int, modName + "Int", intBonus, TimeSpan.Zero ) );
					}

					if ( Parent is Mobile )
						((Mobile)Parent).CheckStatTimers();

					break;
				}
				case 0:
				{
					m_AosAttributes = new AosAttributes( this );
					m_AosResistances = new AosElementAttributes( this );
					m_AosSkillBonuses = new AosSkillBonuses( this );

					break;
				}
			}

			#region Sets
			if ( m_SetAttributes == null )
				m_SetAttributes = new AosAttributes( this );

			if ( m_SetSkillBonuses == null )
				m_SetSkillBonuses = new AosSkillBonuses( this );
			#endregion

			if ( version < 2 )
			{
				m_Resource = CraftResource.Iron;
				m_GemType = GemType.None;
			}
		}
		#region ICraftable Members

		public int OnCraft( int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool, CraftItem craftItem, int resHue )
		{
			Type resourceType = typeRes;

			if ( resourceType == null )
				resourceType = craftItem.Ressources.GetAt( 0 ).ItemType;

			Resource = CraftResources.GetFromType( resourceType );

			CraftContext context = craftSystem.GetContext( from );

			if ( context != null && context.DoNotColor )
				Hue = 0;

			if ( 1 < craftItem.Ressources.Count )
			{
				resourceType = craftItem.Ressources.GetAt( 1 ).ItemType;

				if ( resourceType == typeof( StarSapphire ) )
					GemType = GemType.StarSapphire;
				else if ( resourceType == typeof( Emerald ) )
					GemType = GemType.Emerald;
				else if ( resourceType == typeof( Sapphire ) )
					GemType = GemType.Sapphire;
				else if ( resourceType == typeof( Ruby ) )
					GemType = GemType.Ruby;
				else if ( resourceType == typeof( Citrine ) )
					GemType = GemType.Citrine;
				else if ( resourceType == typeof( Amethyst ) )
					GemType = GemType.Amethyst;
				else if ( resourceType == typeof( Tourmaline ) )
					GemType = GemType.Tourmaline;
				else if ( resourceType == typeof( Amber ) )
					GemType = GemType.Amber;
				else if ( resourceType == typeof( Diamond ) )
					GemType = GemType.Diamond;
			}
			#region Mondain's Legacy
			m_Quality = (ArmorQuality) quality;
			
			if ( makersMark )
				m_Crafter = from;
			#endregion

			return quality;
		}
		#endregion
		
		#region Sets
		public override bool OnDragLift( Mobile from )
		{
			if ( Parent is Mobile && from == Parent )
			{			
				if ( IsSetItem && m_SetEquipped )
					SetHelper.RemoveSetBonus( from, SetID, this );
			}			
			
			return base.OnDragLift( from );
		}

		public virtual SetItem SetID{ get{ return SetItem.None; } }
		public virtual int Pieces{ get{ return 0; } }
		public virtual bool MixedSet{ get{ return false; } }
		
		public bool IsSetItem{ get{ return SetID == SetItem.None ? false : true; } }
		
		private int m_SetHue;
		private bool m_SetEquipped;
		private bool m_LastEquipped;
		
		[CommandProperty( AccessLevel.GameMaster )]
		public int SetHue
		{
			get{ return m_SetHue; }
			set{ m_SetHue = value; InvalidateProperties(); }
		}
		
		public bool SetEquipped
		{
			get{ return m_SetEquipped; }
			set{ m_SetEquipped = value; }
		}
		
		public bool LastEquipped
		{
			get{ return m_LastEquipped; }
			set{ m_LastEquipped = value; }
		}		
		
		private AosAttributes m_SetAttributes;
		private AosSkillBonuses m_SetSkillBonuses;
		
		[CommandProperty( AccessLevel.GameMaster )]
		public AosAttributes SetAttributes
		{
			get{ return m_SetAttributes; }
			set{}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public AosSkillBonuses SetSkillBonuses
		{
			get{ return m_SetSkillBonuses; }
			set{}
		}	
		#endregion
	}
}

I tried commenting out a lot of the (de)serialization all together and still no go. I'm terrible at this serialization crap. :~(
Please help me. I would LOVE to be able to get heritage tokens working :(
 

Erica

Knight
koluch;783251 said:
Misalignment :]


Think on the south one when open the swags are in the wrong spot also, Il double check :]

Thanks!!

Koluch :)
Heres the fix for curtains replace your part with this one.

Code:
                        if ( east ) // east
			{
				AddComponent( new CurtainsComponent( 0x3D9E, 0x3DA8 ), 0, -1, 0 );
				AddComponent( new CurtainsComponent( 0x3DAC, 0x3DAE ), 0, 0, 0 );
				AddComponent( new CurtainsComponent( 0x3DA0, 0x3DA6 ), 0, 2, 0 );
				AddComponent( new CurtainsComponent( 0x3D9F, 0x3DA7 ), 0, 1, 0 );
			}
			else 		// south
			{
				AddComponent( new CurtainsComponent( 0x3D9C, 0x3DAD ), 0, 0, 0 );
				AddComponent( new CurtainsComponent( 0x3D9D, 0x3DA3 ), -1, 0, 0 );
				AddComponent( new CurtainsComponent( 0x3DA1, 0x3DA5 ), 2, 0, 0 );
				AddComponent( new CurtainsComponent( 0x3DAB, 0x3DA4 ), 1, 0, 0 );
			}


Also on osi the curtains dont display weight easy fix just add this part in red in Curtain Script.

Code:
        public class CurtainsComponent : AddonComponent, IDyable
	{
        [COLOR="Red"]public override bool DisplayWeight { get { return false; } }[/COLOR]
        public override int LabelNumber{ get{ return 1076280; } } // Curtains

		private int m_ClosedID;

		[CommandProperty( AccessLevel.GameMaster )]
		public int ClosedID
 

jeremymcc

Sorceror
awesome. thanks for the quick update. i'll have to pop that in and check it out later tonight. thank you again for your great work. :)
 
Hey guys. I'm not sure if this is the place for this question. If it isn't, I'm sorry. But, I've read the instructions in the first post. I've used WinMerge on the files in the distro folder. I'm not sure if I used it right though.

Before I go any further, let me say I'm using RunUO SVN with someone's ML package. It is from Callandor2k I think.

My biggest concern is how to use WinMerge. When I open both files, I use the left side as original, right side as the one in Heritage Items package. What I did was put whatever was in yellow on the right side into the left side. Anything that was yellow on the left side, but grey on the right side I left alone. I did this for all of the files in the distro folder. Once I started the server, it wouldn't load because there were something like 30 errors.

Sorry, but I don't have the list of errors, but if it is needed, I can redo everything. What I'm having trouble understanding is why do I need to even use winmerge when what it appears to be doing is just making the original file exactly like the Heritage Item file. Why can't I just copy and overwrite instead of using winmerge?? I read the documentation on winmerge and that is what it seems to be doing.

I also feel it is appropriate to toss in another sorry too. I do not know diddly about scripting.
 

PappaSmurf

Knight
sonanth;788214 said:
Hey guys. I'm not sure if this is the place for this question. If it isn't, I'm sorry. But, I've read the instructions in the first post. I've used WinMerge on the files in the distro folder. I'm not sure if I used it right though.

Before I go any further, let me say I'm using RunUO SVN with someone's ML package. It is from Callandor2k I think.

My biggest concern is how to use WinMerge. When I open both files, I use the left side as original, right side as the one in Heritage Items package. What I did was put whatever was in yellow on the right side into the left side. Anything that was yellow on the left side, but grey on the right side I left alone. I did this for all of the files in the distro folder. Once I started the server, it wouldn't load because there were something like 30 errors.

Sorry, but I don't have the list of errors, but if it is needed, I can redo everything. What I'm having trouble understanding is why do I need to even use winmerge when what it appears to be doing is just making the original file exactly like the Heritage Item file. Why can't I just copy and overwrite instead of using winmerge?? I read the documentation on winmerge and that is what it seems to be doing.

I also feel it is appropriate to toss in another sorry too. I do not know diddly about scripting.

The Heritage token package was done to be used with or without the ML Package In order to make it work with though you have to read through it and physically compare the differences then move over things as needed. If not you'll erase part of the ML Specific code in your Distro as it's not included in this package's files.
 
Since I posted that, I've tried working on merging them again. It seems that the little knowlegde of scripting I have isn't going to cut it. Seems like a very daunting task.

Thank you for the reply.
 

mitty

Sorceror
Talisman of the Fey.....

Wonderful package Mal but one glitch. When you use the Heritage Token everything works fine all the way through picking the talisman and clicking the deed and putting the chosen talisman on your paperdoll. Problem is with any of em when clicked they do NOTHING! No targeting, no transforming you into the animal assigned to the talisman, nothing happens. Is there some missing scripts to the heritage package, or should they be tied to ninjitsu, or some skill? TY for all your hard work, and please respond to this problem. :D
 

MalGanis

Sorceror
@ sonanth
If you didnt change original files, you can just override them. If not you have to use winmerge.

@ mitty
If you wear one of those talismans, you can transform into one of 4 special animals using animal form.
 

mitty

Sorceror
Talisman of the Fey...cont..

Mal ty for your response, and I understand the talisman are tied to animal form (ninjitsu). But having 120 ninjitsu and equipping one of the talisman on paperdoll, still nothing happens. I equipped 1 of the Talisman, clicked animal form, gump pops up for animal selection, and the new *4* are not in gump?
I clciked talisman thinking more gump would show up to select the new 4 animals but nothing happens?
So unfortunately the talisman do not work. TY for your time and please respond. (side note) do you have to be a player not a gm or owner for these to work?) :D
 
Hi :)

I need help with this scripts :S Help me plz :/


RunUO - [www.runuo.com] Version 2.0, Build 3233.31206
Core: Running on .NET Framework Version 2.0.50727
Core: Optimizing for 2 processors
Scripts: Compiling C# scripts...ScriptCompiler: CS0101: The namespace 'Server' a
lready contains a definition for 'ISetItem'
ScriptCompiler: CS0101: The namespace 'Server' already contains a definition for
'SetItem'
ScriptCompiler: CS0101: The namespace 'Server' already contains a definition for
'SetHelper'
done (0 errors, 0 warnings)
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.


My english sucks :S Im spanish.. Plz Help me ^^
 
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