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Spellcrafting v2.2

Horde_Pil

Wanderer
hmm

well i have a stupid question...

do i have to add

Server.SpellCrafting;
Server.SpellCrafting.Crafts;
Server.SpellCrafting.Items;
Server.SpellCrafting.Mobiles;
Server.SpellCrafting.Gumps;

to the baseweapon scripts or playermoble and such for this to work or is it plug n play?
 

Tru

Knight
Horde_Pil said:
well i have a stupid question...

do i have to add

Server.SpellCrafting;
Server.SpellCrafting.Crafts;
Server.SpellCrafting.Items;
Server.SpellCrafting.Mobiles;
Server.SpellCrafting.Gumps;

to the baseweapon scripts or playermoble and such for this to work or is it plug n play?
plug and play if i remember correctly
 

Horde_Pil

Wanderer
bag of crafts

here ya go, i put this dogether but for somereason it wont compile.

Code:
using System; 
using Server; 
using Server.Items;

namespace Server.Items 
{ 
	public class BagOfMagicCrafts : Bag 
	{ 
		[Constructable] 
		public BagOfMagicCrafts() : this( 50 ) 
		{ 
		} 

		[Constructable] 
		public BagOfMagicCrafts(int amount) 
		{ 
			Name = "Bag of Magic Crafts";

			DropItem( new AccurateJewel()); 
			DropItem( new AttackChanceJewel()); 
			DropItem( new BonusDexJewel()); 
			DropItem( new BonusHitsJewe()); 
			DropItem( new BonusIntJewel()); 
			DropItem( new BonusManaJewel()); 
			DropItem( new BonusStamJewel());  
			DropItem( new BonusStrJewel()); 
			DropItem( new CastRecoveryJewel()); 
			DropItem( new CastSpeedJewel()); 
			DropItem( new ColdResistJewel()); 
			DropItem( new DefendChanceJewel()); 
			DropItem( new DefenseJewel());  
			DropItem( new DurableJewel()); 
			DropItem( new EminentlyJewel()); 
			DropItem( new EnergyResistJewel()); 
			DropItem( new EnhancePotionsJewel()); 
			DropItem( new ExceedinglyJewel()); 
			DropItem( new FireResistJewel());  
			DropItem( new ForceJewel()); 
			DropItem( new FortificationJewel()); 
			DropItem( new FortifiedJewel()); 
			DropItem( new GuardingJewel()); 
			DropItem( new HardeningJewel()); 
			DropItem( new HitColdAreaJewel()); 
			DropItem( new HitDispelJewel());  
			DropItem( new HitEnergyAreaJewel()); 
			DropItem( new HitFireAreaJewel()); 
			DropItem( new HitFireballJewel()); 
			DropItem( new HitHarmJewel()); 
			DropItem( new HitLeechHitsJewel()); 
			DropItem( new HitLeechManaJewel());  
			DropItem( new HitLeechStamJewel()); 
			DropItem( new HitLightningJewel()); 
			DropItem( new HitLowerAttackJewel()); 
			DropItem( new HitLowerDefendJewel()); 
			DropItem( new HitMagicArrowJewel()); 
			DropItem( new HitPhysicalAreaJewel()); 
			DropItem( new HitPoisonAreaJewel()); 
			DropItem( new IndestructibleJewel());  
			DropItem( new InvulnerabilityJewel()); 
			DropItem( new LowerManaCostJewel()); 
			DropItem( new LowerRegCostJewel()); 
			DropItem( new LowerStatReqJewel()); 
			DropItem( new LuckJewel()); 
			DropItem( new MageArmorJewel());  
			DropItem( new MageWeaponJewel());  
			DropItem( new MassiveJewel()); 
			DropItem( new MightJewel()); 
			DropItem( new PhysicalResistJewel()); 
			DropItem( new PoisonResistJewel()); 
			DropItem( new PowerJewel()); 
			DropItem( new ReflectPhysicalJewel());  
			DropItem( new RegenHitsJewel()); 
			DropItem( new RegenManaJewel()); 
			DropItem( new RegenStamJewel()); 
			DropItem( new RuinJewel()); 
			DropItem( new SelfRepairJewel()); 
			DropItem( new SpellChannelingJewel());   
			DropItem( new SpellDamageJewel()); 
			DropItem( new SubstantialJewel()); 
			DropItem( new SupremelyJewel()); 
			DropItem( new SurpassinglyJewel()); 
			DropItem( new UseBestSkillJewel()); 
			DropItem( new VanqJewel()); 
			DropItem( new WeaponDamageJewel());  
			DropItem( new WeaponSpeedJewel()); 
			DropItem( new BookOfSpellCrafts());
 			DropItem( new MagicJewel( amount ));
		} 

		public BagOfMagicCrafts( 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(); 
		} 
	} 
}
 

KillerBeeZ

Knight
Horde_Pil said:
here ya go, i put this dogether but for somereason it wont compile.

Code:
using System; 
using Server; 
using Server.Items;

namespace Server.Items 
{ 
	public class BagOfMagicCrafts : Bag 
	{ 
		[Constructable] 
		public BagOfMagicCrafts() : this( 50 ) 
		{ 
		} 

		[Constructable] 
		public BagOfMagicCrafts(int amount) 
		{ 
			Name = "Bag of Magic Crafts";

			DropItem( new AccurateJewel()); 
			DropItem( new AttackChanceJewel()); 
			DropItem( new BonusDexJewel()); 
			DropItem( new BonusHitsJewe()); 
			DropItem( new BonusIntJewel()); 
			DropItem( new BonusManaJewel()); 
			DropItem( new BonusStamJewel());  
			DropItem( new BonusStrJewel()); 
			DropItem( new CastRecoveryJewel()); 
			DropItem( new CastSpeedJewel()); 
			DropItem( new ColdResistJewel()); 
			DropItem( new DefendChanceJewel()); 
			DropItem( new DefenseJewel());  
			DropItem( new DurableJewel()); 
			DropItem( new EminentlyJewel()); 
			DropItem( new EnergyResistJewel()); 
			DropItem( new EnhancePotionsJewel()); 
			DropItem( new ExceedinglyJewel()); 
			DropItem( new FireResistJewel());  
			DropItem( new ForceJewel()); 
			DropItem( new FortificationJewel()); 
			DropItem( new FortifiedJewel()); 
			DropItem( new GuardingJewel()); 
			DropItem( new HardeningJewel()); 
			DropItem( new HitColdAreaJewel()); 
			DropItem( new HitDispelJewel());  
			DropItem( new HitEnergyAreaJewel()); 
			DropItem( new HitFireAreaJewel()); 
			DropItem( new HitFireballJewel()); 
			DropItem( new HitHarmJewel()); 
			DropItem( new HitLeechHitsJewel()); 
			DropItem( new HitLeechManaJewel());  
			DropItem( new HitLeechStamJewel()); 
			DropItem( new HitLightningJewel()); 
			DropItem( new HitLowerAttackJewel()); 
			DropItem( new HitLowerDefendJewel()); 
			DropItem( new HitMagicArrowJewel()); 
			DropItem( new HitPhysicalAreaJewel()); 
			DropItem( new HitPoisonAreaJewel()); 
			DropItem( new IndestructibleJewel());  
			DropItem( new InvulnerabilityJewel()); 
			DropItem( new LowerManaCostJewel()); 
			DropItem( new LowerRegCostJewel()); 
			DropItem( new LowerStatReqJewel()); 
			DropItem( new LuckJewel()); 
			DropItem( new MageArmorJewel());  
			DropItem( new MageWeaponJewel());  
			DropItem( new MassiveJewel()); 
			DropItem( new MightJewel()); 
			DropItem( new PhysicalResistJewel()); 
			DropItem( new PoisonResistJewel()); 
			DropItem( new PowerJewel()); 
			DropItem( new ReflectPhysicalJewel());  
			DropItem( new RegenHitsJewel()); 
			DropItem( new RegenManaJewel()); 
			DropItem( new RegenStamJewel()); 
			DropItem( new RuinJewel()); 
			DropItem( new SelfRepairJewel()); 
			DropItem( new SpellChannelingJewel());   
			DropItem( new SpellDamageJewel()); 
			DropItem( new SubstantialJewel()); 
			DropItem( new SupremelyJewel()); 
			DropItem( new SurpassinglyJewel()); 
			DropItem( new UseBestSkillJewel()); 
			DropItem( new VanqJewel()); 
			DropItem( new WeaponDamageJewel());  
			DropItem( new WeaponSpeedJewel()); 
			DropItem( new BookOfSpellCrafts());
 			DropItem( new MagicJewel( amount ));
		} 

		public BagOfMagicCrafts( 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(); 
		} 
	} 
}


need the error log, also try adding these lines (on a hunch)

using Server.SpellCrafting;
using Server.SpellCrafting.Crafts;
using Server.SpellCrafting.Items;
using Server.SpellCrafting.Mobiles;
using Server.SpellCrafting.Gumps;
 

eyedatgirl

Sorceror
Spellchanneling

Hey guys,

I don't script cause I don't run my own shard, but I am trying to get some info for the owner of our shard. The problem we are having is that when we spellcraft a weapon with spellchanneling it ends up making it minus in fast casting. Now I am not sure if this has been purposely scripted in by our shard administrator or if it is something that was in the original scripting. Is there any fix for this? I can't even give you any examples on the scripting cause I don't have access to it. But I will be able to relay the info to him and hopefully he will be able to change the scripting to fix it. :D Thanks in advance for your help guys and keep up the awesome work!!!

Shannon

Black Widow- We can mate, but then I'd have to kill you.
 

KillerBeeZ

Knight
eyedatgirl said:
Hey guys,

I don't script cause I don't run my own shard, but I am trying to get some info for the owner of our shard. The problem we are having is that when we spellcraft a weapon with spellchanneling it ends up making it minus in fast casting. Now I am not sure if this has been purposely scripted in by our shard administrator or if it is something that was in the original scripting. Is there any fix for this? I can't even give you any examples on the scripting cause I don't have access to it. But I will be able to relay the info to him and hopefully he will be able to change the scripting to fix it. :D Thanks in advance for your help guys and keep up the awesome work!!!

Shannon

Black Widow- We can mate, but then I'd have to kill you.

thats not how it works by default, so its something your scripter/admin did

I suggest he try getting the latest clean version and reinstall it
 

eyedatgirl

Sorceror
For KillerBeez

KillerBeeZ said:
thats not how it works by default, so its something your scripter/admin did

I suggest he try getting the latest clean version and reinstall it

Thanks KB! I kinda figured that he either tried to script something in that didn't quite work out or he had someone on his staff script that in so that we would lose something in the process of a gain. He trips like that sometimes, doesn't want us to get too strong. hahaha Anyway, I see that there is a new version 2.2 and I think that's newer than the version he installed because we have had the spellcrafting available for the last 4 or 5 months. Do you know when the different versions were created or where I can find that information? I don't wanna step on the owner's toes, but I can clue him in that there is a newer version out. :) Thanks for your reply. I really appreciate your time.

Shannon
Black Widow-We can mate, but then I'd have to kill you!
 

KillerBeeZ

Knight
eyedatgirl said:
Thanks KB! I kinda figured that he either tried to script something in that didn't quite work out or he had someone on his staff script that in so that we would lose something in the process of a gain. He trips like that sometimes, doesn't want us to get too strong. hahaha Anyway, I see that there is a new version 2.2 and I think that's newer than the version he installed because we have had the spellcrafting available for the last 4 or 5 months. Do you know when the different versions were created or where I can find that information? I don't wanna step on the owner's toes, but I can clue him in that there is a newer version out. :) Thanks for your reply. I really appreciate your time.

Shannon
Black Widow-We can mate, but then I'd have to kill you!

I haven't been following all the updates so I don't know when they came out.

And as for your Admin not wanting you to become too powerful, I agree 100%, this game is all about balance, and lots of times the players don't understand why we make it harder, and the only thing I can tell them, is its for the balance and that if its hard for you, its hard for everyone.
 
A wonderful script, I use it on my shard, but to tweak it a little I set the prices insanely high on the crafting jewels and the books are only aquirables as monster drops.
Just wanted to say thank you.
 

Pablo

Wanderer
i may sound a bit of a noob but do you have to creat the "custom flolder" yourself in the scripts folder?...............I am really quite new at this
 

Rylock

Wanderer
Actually, the "Custom Folder" is just something to keep everything custom in one place. To answer your question, yes you have to create it.

However, you can put the script anywhere in the "Scripts" folder.
 
G

Godshatter

Guest
Adding Self Repair to Weapons

how do i enable players to craft Self Repair on to Weapons?

Im just learning this and i believe i need to change a property having to do with this:

if ( (prop = m_AosWeaponAttributes.SelfRepair) != 0 )
list.Add( 1060450, prop.ToString() ); // self repair ~1_val~

would be greatly appreciated if someone would point me in the right direction.


Thanks,

GS
 

KillerBeeZ

Knight
Godshatter said:
how do i enable players to craft Self Repair on to Weapons?

Im just learning this and i believe i need to change a property having to do with this:

if ( (prop = m_AosWeaponAttributes.SelfRepair) != 0 )
list.Add( 1060450, prop.ToString() ); // self repair ~1_val~

would be greatly appreciated if someone would point me in the right direction.


Thanks,

GS

I believe self repair is already active in this system.

in B36 self repair doesn't work, but in 1.0 it does.
 

goodmojo

Wanderer
This has been brought up to a degree by Killerbeez already in this thread. I have a version of Spellcrafting that I think i downloaded @ 11-04. It reads V2.2 in the README.txt. Today, I downloaded a fresh version from this thread's zip and its README.txt says V2.1. Additionally, today's zip does not have the min skill requirements code for alchy and inscribe. Am i to assume the zip on here now is actually older than newer? What version is recommended?

Btw, one of the best scripts i ever used with RUNUO, from a scripting-newb's point of view. :D
 

Faraway

Wanderer
i made a bracelet with weapondamage property and the result is :

Dmg Increase % 42, how can i fix it to make it maximum %20?
 

BowhunterDT

Wanderer
Awsome system been using it for a while, but was just wondering if anything was ever found out on how to keep faster casting from stacking. I have looked at the scripts for faster casting and for faster recovery, and they look the same, yet recovery does not stack. I also noticed that if you craft an exceptional weapon it comes with 35%dam increase, and if you then use damage increase spellcraft on it you can get up to 90% damage increase on 1 try
 

Talantalas

Wanderer
when i try to put a weapon craft on a weapon it says :The energy contained inside the jewel violently erupts but the item stays intact...How can i craft a jewel inside a weapon
 
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