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Updated 1/4/04: Cleric Spells v2.0

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Cleric Spells v1.0

Click here to download

Summary:
A set of cleric type spells to enhance any shard's magic system.


Description:
A set of mostly beneficial type cleric spells.

Players may speak the words, "I pray to the gods" to bring up a gump with a list of cleric prayers, required tithing points, mana, skill and a brief description of the prayer's effect.

Update 1/4
- Fixed duration bug on Trial by fire.
- Fixed incorrect display on required skill for Trial by Fire and Dampen Spirit.


Installation:
Unzip and install these in your desired directory

and

Open up your BaseWeapon.cs

Under the last using reference add
[code:1]
using Server.Spells.Custom;
[/code:1]

And at around line 1212 ( at the end of the OnHit method ), add this line

[code:1]
PlayerEvent.InvokeHitByWeapon( attacker, defender, damage, a );
[/code:1]
 

angelovoconi

Wanderer
- Error: Scripts\Items\Weapons\BaseWeapon.cs: CS0246: (line 1191, column 1) The
type or namespace name 'PlayerEvent' could not be found (are you missing a usin
g directive or an assembly reference?)
- Warning: Scripts\Items\Wands\BaseWand.cs: CS0219: (line 211, column 8) The va
riable 'number' is assigned but its value is never used
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.

I have beta 36.....and not start :(
help me
 

phoenix_zhs

Wanderer
Love the script....only one issue i see ahead. Would there be a way to eaither treat the hammer of faith as a summoned items that would disappear after a set time OR make it so that if the summoned one hammer they could not summon another until that hammer was trashed/destroyed or whatever. I can see people creating a pack full of them
 

wolf

Wanderer
PlayerEvent.InvokeHitByWeapon( attacker, defender, damage, a );
i get errors because it doesn't reconize "a"
can you post exacty where you put you code?
ie. on damage //put here
 
This is where I put it

[code:1]
if ( defender is BaseCreature )
((BaseCreature)defender).OnGotMeleeAttack( attacker );

if ( a != null )
a.OnHit( attacker, defender, damage );

PlayerEvent.InvokeHitByWeapon( attacker, defender, damage, a );
[/code:1]
 
Etalicus said:
very nice script what would be vey nice is to have check for a Cleric class
would make it perfect

I had that in the original script :) but since I haven't released the Exp/Class system, I had to remove it. The original scripts also used "piety" which players earned from praying. But again, required the class system which im not ready to release yet.
 

Devious

Wanderer
ok i know u said to change the baseweapon.cs. which i couldn't find by the way. But anyway i just started shard and it worked without changing it. i am not sure why but it started up normal. Cool Scripts though :). Thx.
 
Devious said:
ok i know u said to change the baseweapon.cs. which i couldn't find by the way. But anyway i just started shard and it worked without changing it. i am not sure why but it started up normal. Cool Scripts though :). Thx.

The Sacrifice spell will not work without that addition to the BaseWeapon.cs
 

angelovoconi

Wanderer
:( :( :( :( :( :( :( :( :( :( :( :( Because this error..... :( :( :(

- Error: Scripts\Items\Weapons\BaseWeapon.cs: CS0246: (line 1191, column 25) Th
e type or namespace name 'PlayerEvent' could not be found (are you missing a usi
ng directive or an assembly reference?)
 
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