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Ultima VII Spell project (Updated 15th Jan 2004) - v5.1

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Voran

Wanderer
Ultima VII Spell project (Updated 15th Jan 2004) - v5.1

Click here to download

Summary:
The Ultima VII spells & spellbook

Description:
Spells from Ultima VII - there's too many to keep the descriptions of them all updated


Installation:
Open Initializer.cs
After:
[code:1] Register( 209, typeof( Chivalry.SacredJourneySpell ) );
}[/code:1]
Add:
[code:1]

// Cardinal
Register( 340, typeof( Linear.FireworksSpell ) );
Register( 341, typeof( Linear.GlimmerSpell ) );
Register( 342, typeof( Linear.AwakenSpell ) );
Register( 343, typeof( Linear.ThunderSpell ) );
// Register( 344, typeof( Linear.WeatherSpell ) );
// Register( 345, typeof( Linear.IgniteSpell ) );
// Register( 346, typeof( Linear.DouseSpell ) );
// Register( 347, typeof( Linear.HelpSpell ) );
Register( 348, typeof( First.LocateSpell ) );
Register( 349, typeof( First.AwakenAllSpell ) );
Register( 350, typeof( First.DetectTrapSpell ) );
//Register( 351, typeof( First.GreatDouseAllSpell ) );
//Register( 352, typeof( First.GreatIgniteSpell ) );
Register( 353, typeof( Second.EnchantSpell ) );
Register( 354, typeof( Second.FalseCoinSpell ) );
Register( 355, typeof( Second.GreatLightSpell ) );
Register( 356, typeof( Second.DestroyTrapSpell ) );
Register( 357, typeof( Third.SleepSpell ) );
Register( 358, typeof( Third.SwarmSpell ) );
Register( 359, typeof( Third.PeerSpell ) );
Register( 360, typeof( Fourth.SeanceSpell ) );
Register( 361, typeof( Fifth.CharmSpell ) );
Register( 362, typeof( Fifth.DanceSpell ) );
Register( 363, typeof( Fifth.MassSleepSpell ) );
Register( 364, typeof( Sixth.CloneSpell ) );
//Register( 365, typeof( Sixth.CauseFearSpell ) );
Register( 366, typeof( Sixth.FireRingSpell ) );
//Register( 367, typeof( Sixth.MagicStormSpell ) );
Register( 368, typeof( Sixth.TremorSpell ) );
Register( 369, typeof( Sixth.SleepFieldSpell ) );
Register( 370, typeof( Seventh.MassMightSpell ) );
//Register( 371, typeof( Seventh.EnergyMistSpell ) );
Register( 372, typeof( Seventh.MassCharmSpell ) );
Register( 373, typeof( Eighth.InvisibilityAllSpell ) );
Register( 374, typeof( Eighth.DeathVortexSpell ) );
Register( 380, typeof( Eighth.MassDeathSpell ) );
//Register( 381, typeof( Eighth.TimeStopSpell ) );
Register( 382, typeof( Eighth.ArmageddonSpell ) );[/code:1]

Place spell files in your custom folder.
NOTES:
Linear:
Linear spells no longer require any modifications to Spell.cs or SpellCircle.cs. You can go back to using the Distro version of these two scripts.

The Eighth Circle spells registered 380, 381, 382
Under no circumstances should these be common on a shard - Armageddon kills all non-blessed mobiles in the world - caster included. Time Stop will paralyse ALL mobiles in the world except the caster, blessed and unblessed. it will also squeltch the caster for the duration. Mass Death is a smaller version of Armageddon -all mobiles on screen except caster.

Detect Trap Because of the way the client works, you will not be able to see traps on the same screen that you're on when you cast the spell. You have to go a way away and come back. If anyone knows a way to make the client refresh so this isn't an issue, I'd love to know.


UPDATE: 15/1/2004: Exploit fix for Peer - no more taming/spellcasting for eyeballs!

UPDATE: 7/1/2004: Added Mass Charm and Tremor. Fixed bug with Charm that refused to let you charm any minus-skill tames.

UPDATE: 2/1/2004, 8:00pm GMT: Improved both Detect and Destroy (graphics and special message to placer of trap when it's destroyed).
Fixed typo in traps
Updated traps so that the PLACER of the trap does the damage - Minefields can now turn the palcer red!
*grins*
Updated the code to add to PlayerMobile.
Traps (should) no longer hurt players in the same guild. Likewise, with the code below, guilded players should be able to see them.


UPDATE: 2/1/2004 - Added Detect Trap and Destroy Trap. These use the (included) modified HouseTraps code. If you are using Wyatts, this includes the fix to stop the traps vanishing the moment they're placed. If you're using Flasheh's originals, these allow traps to be placed in the wild. The changes to Playermobile, below, are also necessary.

UPDATE: 23/11/2003 - Changed scrolls slightly. Added Mass Death and Fire Ring.

UPDATE: 05/11/2003 - Downgraded spellbook gump to work with 3d client.
Updated Charm - Charmed animals can now be released with it.
Added Peer and Seance.

NECESSARY CORE CHANGES:
Spellbook.cs
Delete your existing one and replace with this one. It contains support for Ancient and Druid spellbooks.

PlayerMobile.cs
Replace the CanSee(Item item) method with this:
[code:1] public override bool CanSee( Item item )
{
if ( m_DesignContext != null && m_DesignContext.Foundation.IsHiddenToCustomizer( item ) )
return false;

if ( item is BaseHouseTrap )
{
BaseHouseTrap trap = item as BaseHouseTrap;
if(trap.Detected)
return true;
else if (Spells.First.DetectTrapSpell.UnderEffect( this ))
return true;

else if(trap.Placer!=null)
{
if(trap.Placer==this||this.GuildFealty==trap.Placer.GuildFealty||Spells.First.DetectTrapSpell.UnderEffect( this ))
return true;


}
else if ( this != trap.Placer && this.AccessLevel == AccessLevel.Player )
return false;
}

return base.CanSee( item );
}[/code:1]
 

cefyl

Wanderer
only one thing to say :

GREAT ! ! !

Very good work and very good idea to get these spells in ultima online !
 

Voran

Wanderer
Additions:
Linear:
AN ZU (Awaken)
This spell awakens one sleeping or unconscious creature.

Third:
IN ZU (Sleep)
Reagents: Nightshade, Spider's Silk, Black Pearl
This spell causes the enchanted person to fall asleep.

Fifth:
VAS ZU (Mass Sleep)
Reagents: Ginseng, Nightshade, Spider's Silk
This spell is a more potent version of the Third Circle spell Sleep. It puts to sleep a group of targets.
Eighth:
VAS SANCT LOR (Invisibility All)
Reagents: Mandrake Root, Nightshade, Blood Moss, Black Pearl
This spell is the equivalent of casting the Fifth Circle spell Invisibility upon the mage and everyone in his party.


VAS CORP HUR (Death Vortex)
Reagents: Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss
This spell creates a swirling black vortex at the point the mage designates, which will thereafter move at random. Everyone within this vortex will be continuously struck by lightning.

The Initializer script above will be modified accordingly.

KNOWN BUG WITH SLEEP: Clothing does not copy to the sleeping body.
 

Tru

Knight
Voran im working on the spellbook I can actually add spells to the book and cast some of the spells from it although they still appear as badspell (in the book entry)..
What I need to know is how many spells will there be in all
Also they will need to be numbered in order
 

Voran

Wanderer
Well, numbering them in order isn't too important to me yet - I can fix it later. I'm not 100% sure on the total number of spells - it depends if i recode some of the exisitng spells to UVII standard too.
*aware this isn't helpful*
But one thing I will say - Armageddon should not be able to be added to spellbooks.
 

Tru

Knight
hahahaha thats pretty good i was wondering if there was a glitch there
as it wouldnt add to the book
 
I pledge allegiance to you Voran. no more work for you. you finish this project and put em in a spell book and ill pay you for the day*.!

i lust after after a spell book just as the others do but i dont want to pester you about it (not having the know-how myself) untill your finished with your project.

*CHECKS WILL NOT BE HONORED.
 

Tru

Knight
i believe he already said he wasnt doing a spellbook...but im on the right track so stay tuned
 
thank you tru, i actually tried to use your book and it didnt function properly. but i did screw around with the spell numbers and such so i blame myself. i am eagerly waiting for your next version.
i have been, and will continue to, watch you two work this project. thank you for doing this.
 

Tru

Knight
actually krazy_zack submitted the original spellbook code (i havent realeased any code on this yet)
 

Voran

Wanderer
*grins*
My three priorities with this over the weekend are:
1) Clothing sleeping players
2) Mass Awaken
3) Sleep Field
 
JLN

Tru,

have you seen the Druid Spellbook that JLN created? (posted in a forum called "Spells!)
its wonderfull. is it possible to simply add pages to his book? or is it possible to add his spells along with Voran's UVII spell set to the book that you are creating?
 
the Druid Grimour, by JLN:

http://www.runuo.com/forum/viewtopic.php?p=162239&highlight=jln#162239

rather than copying, pasting and renaming stuff i can email you it all in a zip if you like.
 
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