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Custom Script Release Archive This is a pre-script database archive of what our users had released.

 
 
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Old 05-31-2005, 02:17 AM   #1 (permalink)
 
Join Date: Aug 2004
Age: 19
Posts: 188
Default Owner's Items

I made these scripts cause I hate to do it manually and wanted to post them for yall.
If you are an Owner of a shard, you might like these.

I would like to thank harold02 for the hooded robe of umbra. The robe is based off that but I added attributes to it.

Ok these items you have 2 choices you can get the robe or the other 3 items. The robe and other 3 do they exact same thing.

Updated: Added Only staff can wear these. Idea byarkness_PR
Attached Files
File Type: cs Owner HoodedRobe.cs (1.1 KB, 178 views)
File Type: cs OwnersBracelet.cs (923 Bytes, 135 views)
File Type: cs OwnersNecklace.cs (798 Bytes, 127 views)
File Type: cs OwnersRing.cs (810 Bytes, 144 views)
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Old 05-31-2005, 02:41 AM   #2 (permalink)
 
Join Date: Aug 2004
Age: 19
Posts: 188
Default

Quote:
Originally Posted by Greystar
Nice that you are posting somthing, but honestly whats the point... if you own the shard you can make yourself whatever item or combination of items you want.
I really hate to have to do it manually.
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Old 05-31-2005, 10:53 AM   #3 (permalink)
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Well you could make it "better" by like putting restriction to it like the staff robe...only staff mnembers can wear that way if you have a corrupt gm or maybe it was spawned by mistake players wont take it and have in their hands....
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Old 05-31-2005, 10:58 AM   #4 (permalink)
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I had added restriction on the past so only staff could wear some items so i just plugged it in into this robe he had i didnt do all the script cuz really i dont have too much time atm but if you want to add it to the others script your welcome to do so...the part to copy and paste its in red and bold you cant miss it. I hope this helps anyone. Enjoy
Code:
using System;
 using Server.Items;
 
 namespace Server.Items
 {
 	public class OwnersHoodedRobe : HoodedShroudOfShadows
 	{
 
 		[Constructable]
 		public OwnersHoodedRobe() : base( 0x2683 )
 		{
 			Name = "Owners Hooded Robe ";
 			Hue = 1175;
 			LootType = LootType.Blessed;
 			Attributes.CastRecovery = 100;
 			Attributes.CastSpeed = 100;
 			Attributes.LowerManaCost = 100;
 			Attributes.LowerRegCost = 100;
 			Attributes.NightSight = 1;
 			Attributes.RegenHits = 100;
 			  Attributes.RegenMana = 100;
 			 Attributes.RegenStam = 100;
 					    
 		}
 		
 		public override bool OnEquip( Mobile from )
 		{	
 			if ( from.AccessLevel != AccessLevel.Player)
 		{
 			return true;
 		}
 			else
 		{
 			from.SendMessage("Only Staff Members May Use This Item");
 			return false;
 		}
 			base.OnEquip( from );
 		}
 
 		public OwnersHoodedRobe( Serial serial ) : base( serial )
 		{
 		}
 
 		public override void Serialize( GenericWriter writer )
 		{
 			base.Serialize( writer );
 			writer.Write( (int) 0 ); 
 		}
 
 		public override void Deserialize(GenericReader reader )
 		{
 			base.Deserialize( reader );
 			int version = reader.ReadInt();
 
 		}
 	}
 }
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Old 05-31-2005, 11:00 AM   #5 (permalink)
 
Join Date: Aug 2004
Age: 19
Posts: 188
Default

Quote:
Originally Posted by Darkness_PR
Well you could make it "better" by like putting restriction to it like the staff robe...only staff mnembers can wear that way if you have a corrupt gm or maybe it was spawned by mistake players wont take it and have in their hands....
I'll try and do that today on all of the items. Since the name is owner only admins should get it. If anyone want any for seers/gms/counselors post here and tell me the limit you want for each and I'lll get to work on them.
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Old 05-31-2005, 11:45 AM   #6 (permalink)
 
Join Date: Oct 2002
Age: 23
Posts: 4,689
Default

Your OnEquip restriction is poor coding. I say that for many reasons, and if you look at BaseSuit (for the GMRobe) you will know why. I suggest that you override the VerifyMove like they did in those scripts. That will prevent a player from moving (and therefore equipping/hiding/trading) the items.
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Old 05-31-2005, 08:51 PM   #7 (permalink)
 
Join Date: Dec 2003
Location: UK
Age: 24
Posts: 78
Default

another thing you could do is make it so it self distructs if a player gets it like on other objects i think this is the code or atleast part of it i still abit noobish. but i hope you get the point i trying to make


public override void OnDoubleClick( Mobile from )
{
if ( Parent != from )
if (from.AccessLevel < AccessLevel.Administrator)
{
from.SendMessage( "When you touch, it vanishes without trace..." );
this.Consume() ;
return ;
}
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