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

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Tru

Knight
you revived the thread (it was from june) and i found it I just copied all 22 files (which really should be submitted to these forums)
looks nice imma get it working then go from there with this system
 

Tru

Knight
Horde_Pil said:
yes when these are in a finished form i would love to see these re-released
actually the spellbook forkoffanddie pointed out is complete and very nice (druidic)
 
K

Krazy_zack

Guest
forkoffanddie said:
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.


How about just posting it in submitions?
 
K

Krazy_zack

Guest
Tru said:
i guess i could but then i'd have to support it and they aren't my scripts

Naw just say 'By JLN' and leave it at that... ;)
 
K

Krazy_zack

Guest
Tru said:
k but ill forward all the pms to you k?
;)

Sure Ghead...

I delete all the 'Hey I cant figure out the Drake/bear patch' posts anyway so what a few hundred more? ;)
 
K

Krazy_zack

Guest
I have a question....

I try to use most of the scrools ingame but i keep getting this message:

"that spell has been temporarily disabled"

any reason for that?

I have looked from top to bottom through these spells and cant figure out why i get this message (fireworks seems to be the only one to work)
 

Tru

Knight
hmm that sounds like initializer.cs make sure your #s all match (ie scrolls and initializer, if your using my modified initializer from the druid package the #s are different )
 

Voran

Wanderer
Update:
I've got Sleep Field coded, but I can't currently script or test, or even run my shard :(
I upgraded my cpu to a 2500+, and it killed my motherboard
 
K

Krazy_zack

Guest
Tru said:
hmm that sounds like initializer.cs make sure your #s all match (ie scrolls and initializer, if your using my modified initializer from the druid package the #s are different )


Goofy...

Ok I'll have a look again...
 

bleis

Sorceror
when I try to use these spells on my server I get the message "this is not ative yet" like when the necromancer spells was not yet implanted !!! whats wrong !!!!!
 

Voran

Wanderer
Have you updated the Initialiser?

And yes, Armageddon really does work - any spellbook should never have this able to be added :)
 
K

Krazy_zack

Guest
ya i fixed the initializer...

I had to do some heavy editing to get ti to work and it finally has...
 
K

Krazy_zack

Guest
I'm having issues with a custom spell book gump for these spells but ere is what I have so far:

http://middleearth.sempai-net.com/NewSpells.rar


The issue is in this script:

[code:1]using System;
using System.Collections;
using Server;
using Server.Items;
using Server.Network;
using Server.Spells;
using Server.Spells.Druid;
using Server.Prompts;

namespace Server.Gumps
{
public class Ancient1SpellbookGump : Gump
{
private Ancient1Spellbook m_Book;

int gth = 0x903;
private void AddBackground()
{
AddPage( 0 );
AddImage( 100, 10, 0x89B, 0x48B );
AddImage( 255, 10, 0x8AD, 0x48B );
AddLabel( 150, 17, gth, "Ancient Spells" );
AddLabel( 155, 45, gth, "Volume One" );
}

public static bool HasSpell( Mobile from, int spellID )
{
Spellbook book = Spellbook.Find( from, spellID );
return ( book != null && book.HasSpell( spellID ) );
}


public Ancient1SpellbookGump( Mobile from, Ancient1Spellbook book ) : base( 150, 200 )
{
m_Book = book;
AddBackground();

int sbtn = 0x93A;
int dby = 40;

if (HasSpell( from, 340) )
{
AddLabel( 315, dby, gth, "Fireworks" );
AddButton( 295, dby + 3, sbtn, sbtn, 1, GumpButtonType.Reply, 1 );
dby = dby + 20;
}
if (HasSpell( from, 341) )
{
AddLabel( 315, dby, gth, "Glimmer" );
AddButton( 295, dby + 3, sbtn, sbtn, 2, GumpButtonType.Reply, 1 );
dby = dby + 20;
}
if (HasSpell( from, 342) )
{
AddLabel( 315, dby, gth, "Awaken" );
AddButton( 295, dby + 3, sbtn, sbtn, 3, GumpButtonType.Reply, 1 );
dby = dby + 20;
}
if (HasSpell( from, 343) )
{
AddLabel( 315, dby, gth, "Locate" );
AddButton( 295, dby + 3, sbtn, sbtn, 4, GumpButtonType.Reply, 1 );
dby = dby + 20;
}
if (HasSpell( from, 344) )
{
AddLabel( 315, dby, gth, "Enchant" );
AddButton( 295, dby + 3, sbtn, sbtn, 5, GumpButtonType.Reply, 1 );
dby = dby + 20;
}
if (HasSpell( from, 345) )
{
AddLabel( 315, dby, gth, "False Coin" );
AddButton( 295, dby + 3, sbtn, sbtn, 6, GumpButtonType.Reply, 1 );
dby = dby + 20;
}
if (HasSpell( from, 346) )
{
AddLabel( 315, dby, gth, "Sleep" );
AddButton( 295, dby + 3, sbtn, sbtn, 7, GumpButtonType.Reply, 1 );
dby = dby + 20;
}
if (HasSpell( from, 347) )
{
AddLabel( 315, dby, gth, "Dance" );
AddButton( 295, dby + 3, sbtn, sbtn, 8, GumpButtonType.Reply, 1 );
}
}


public override void OnResponse( NetState state, RelayInfo info )
{
Mobile from = state.Mobile;
switch ( info.ButtonID )
{
case 0:
{
break;
}
case 1:
{
//new FireworksSpell( from, null ).Cast();
break;
}
case 2:
{
//new GlimmerSpell( from, null ).Cast();
break;
}
case 3:
{
//new AwakenSpell( from, null ).Cast();
break;
}
case 4:
{
//new LocateSpell( from, null ).Cast();
break;
}
case 5:
{
//new EnchantSpell( from, null ).Cast();
break;
}
case 6:
{
//new FalseCoinSpell( from, null ).Cast();
break;
}
case 7:
{
//new SleepSpell( from, null ).Cast();
break;
}
case 8:
{
//new DanceSpell( from, null ).Cast();
break;
}

}
}
}
}[/code:1]


Notice the commented out sections?

If I DON'T comment those out i get errors...

...which effectivly kills the spellbooks for these spells....
 
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