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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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#27 (permalink) | |
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Forum Novice
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 26
Posts: 429
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Quote:
Btw update is done, testing scripts now then ill upload it. |
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#29 (permalink) | |
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Forum Novice
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 26
Posts: 429
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#31 (permalink) |
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Lurker
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could i get the vb source code i beleve i could make it a little better if so ill share it with every 1 dont want any credit ... just something to toy with e-mail me bigguy052881@aol.com
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#32 (permalink) | |
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Forum Novice
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 26
Posts: 429
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#33 (permalink) |
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Forum Novice
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after i start it up the only thing i get is the spots to add the names in
and this is all i get when im done // Created by Script Creator // From Aries at Revenge of the Gods using System; using Server; namespace Server.Items { public class DevilsHart : 0 { [Constructable] public DevilsHart() { Name = "DevilsHart"; } public DevilsHart( 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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#35 (permalink) |
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Forum Novice
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 26
Posts: 429
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The instructions.txt gives a step by step guide to getting the fields to come up - open it up and have a read. Makes more sense when youve gone over those.
Edit: BTW no updates tonight guys, ive got to work on the shards scripts and new graphics patch *sigh* |
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#37 (permalink) |
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Lurker
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Here you are :
Created By: Aries from Revenge of the Gods You may freely distribute this program, as long as all files are included and no modifications are made to any of the files. Ideas, Bugs - Email me at apocalypse830@gmail.com Update - Version 2.1 Ive added a reset button, if you have a problem with fields carrying over into the next item you create and causing errors, just click reset. Update - Version 2.0 Yes i skipped a few sub versions - theres a whole new class in this one. You can now create Jewlery. Every effort has been made to ensure fields filled in during another item type do not carry over if you change type but keep an eye out until its been througly tested. Update - Version 1.4 Fixed MORE errors concering armor(thankyou again Dwaynelm). Also ive decided NOT to include the resource field for now, as its only a hue mod and a name mod - ill concentrate on fixing the gremlins first. Upate - Version 1.3 Fixed a few errors(concering armor) Update - Version 1.1 Now Contains Armor(including SE Armor), and the fields for the next updates(although they are disabled) It works the same as before, except now the mandatory fields are : Item Type(click select, and make sure you click APPLY) File Name Item Name and [Add name Intro: This program is designed for people who cannot script that well, ive distributed it to my staff so when they design a quest and want a custom item for it, they just use the program then send it all to me in one big file. How To : Using the program is pretty basic, just run it, fill in the fields you want(dont forget to fill in the 3 name fields - they have examples there already of how to name them) and press Create. It will create the file in the directory that the exe is in. If you get a runtime error(as one of my testers did) he downloaded the file at: http://www.dll-files.com/dllindex/dl...shtml?msstdfmt to fix the problem. |
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#38 (permalink) |
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Forum Novice
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nope still not working for me
these r the steps i take start the rotg script creator click the beging botton go to select/pick what ever fill in the ItemName.cs/"Item Name"/ItemName them r the only feilds i see to fill in the bottons at the top r select/refresh/reset/creat/exit so maybe the problum is on my end no idea |
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#39 (permalink) | |
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Forum Novice
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 26
Posts: 429
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#40 (permalink) |
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Forum Novice
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 26
Posts: 429
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Ive updated to version 2.5, added ranged weapons and Shields. Also cleaned up the code a bit - anyone have any requests(apart from monsters and quests - their going to take a while.).
Also Clothing may be removed for now - as i cannot really see the point, the only major options are Arcane, so i may just add certain types of clothes into the armor section(they can hold the same values except that one) with an optional condition for Arcane. Either way that one isnt too important. |
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#43 (permalink) |
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Forum Novice
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 26
Posts: 429
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Positive feed backs always appreciated
lolBTW - im 1/2 way thru completing the monsters now - ive got most of the boring part done(typing ALL those bloody names in!) - so give me another hour or two and hopefully ill have it up here(or ill be asleep at the k/b) Edit: make that tomorrow midday - its almost 3am, time to hit the proverbial sack. |
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#44 (permalink) |
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Lurker
Join Date: Jun 2005
Posts: 6
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I know you had stated that this was to help new people and staff so you might want to mention in the instructions what to place in the fields like Nightsight,Blessed ect. or make them check boxes instead, I must say this is a great program and not only for new people cuts item creation time for all who use it.... Great Job and Great idea!!!!!!
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#45 (permalink) | |
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Forum Novice
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 26
Posts: 429
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Quote:
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#46 (permalink) |
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Forum Novice
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 26
Posts: 429
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The Monsters mod is now uploaded. Ive compile tested them but havnt had a chance to test them ingame(hey ive got other work todo as well :P) anyway enjoy, and if you find any errors post them immediatly please.
NOTE: Monsters require MORE fields to be input than the items did, so anything with a value already in there must be used(eg monstername etc) ive also input default values for Damage types and Resistances. In this version the monsters body types are chosen from a list, and the sound ids are based off the pre-existing monsters(note: some did not have values so i left them as 0). There are 6 optional fields for items on the monsters just type in the name as you would add it ingame and the value in the field next to it(they have headings). Those arnt thouroughly tested yet, ive only tried a few item types. |
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#47 (permalink) |
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Forum Novice
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 26
Posts: 429
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Alright guy's ive got the main portion out, im going to re-write it again(if you cant tell this is my first VB program, im using this to learn.) During the different sections ive learnt faster ways to code it, so im going to strip it all and make Script Creator 3 - using what ive learn with the monsters, and ive just gotten in contact with a bloke who's forgotton more about programming then i will ever learn. So if you have any more ideas, nows the time to list them - it will probably take me about 2 days to finish re-making it, but hopefully it will run a LOT cleaner(atm most of my time during updates is spent error checking - the codes too messy to use naturally). So keep the ideas coming - to the peeps who have been pming me with ideas - their great but post them in here so we can all bounce our ideas off each other - that way i dont have to code them 3 different ways lol.
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#49 (permalink) | |
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Forum Novice
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 26
Posts: 429
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Quote:
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#50 (permalink) |
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Lurker
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// Created by Script Creator
using System; Server.Items; Server.Targeting; namespace Server.Mobiles { [CorpseName( "Creature Name")] public class AddName: BaseCreature { [Constructable] public AddName() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 { Name = "Creature Name"; Body = 76; Hue = 1; BaseSoundID = 609; SetStr( 20 ); SetDex( 20 ); SetInt( 30 ); SetHits( 50 ); SetDamage( 10 ); SetDamageType( ResistanceType.Physical, 100 ); SetDamageType( ResistanceType.Fire, 0 ); SetDamageType( ResistanceType.Cold, 0 ); SetDamageType( ResistanceType.Energy, 0 ); SetDamageType( ResistanceType.Poison, 0 ); SetResistance( ResistanceType.Physical, 12 ); SetResistance( ResistanceType.Fire, 23 ); SetResistance( ResistanceType.Cold, 43 ); SetResistance( ResistanceType.Energy, 32 ); SetResistance( ResistanceType.Poison, 23 ); Fame = -2223; Karma = -3333; VirtualArmor = 60; Tameable = true; ControlSlots = 2; MinTameSkill = 4; } public override Poison PoisonImmune{ get{ return Poison.Lethal; } } public override int TreasureMapLevel{ get{ return 4; } } public override int Meat{ get{ return 1 } } Public AddName( 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(); } } } i make it fast just for test and it didn't works =( |
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