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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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#1 (permalink) |
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Forum Expert
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 25
Posts: 429
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What it does:
I released this program to my staff members who couldnt script, so they could design their own weapons(and armor, clothing, monsters and quests - but im not releasing those until i clean them up a bit) for the shard. All you have todo is fill in the fields that you want the weapon to have, and leave the rest blank. The only fields that are mandatory are: FileName, WeaponName, [Add name and Weapon Type - For pretty good reasons, if you dont fill those in - the script wont compile. There's help text on hover on every field, and examples for the one's that may be confusing. Its still in Beta(only my staff have used it atm), so if anyone has any improvement ideas please post. Oh and also if you get a runtime error download the file at http://www.dll-files.com/dllindex/dl...shtml?msstdfmt one of my staff got this file and it fixed the problem. extract that file to c:\windows then goto Start -> Run -> "regsvr32.exe msstdfmt.dll" and that will register the files **Update 3.25** Added a dialog to tell you when youve created a script, also added books - but these are still being worked on(max 4 pages atm), but still should compile. **Update 3.24** Fixed the mobiles error - would have been earlier if someone had told me earlier lol. **Update 3.23** Mobiles can now ride mounts Only Humanoid creatures will have this field avilable.**Update 3.22** Added in Mounts - Ive also put in a few (commented out) lines to show you where to change if you want to use custom mounts. NOTE: i cannot support using these(except for basic questions) as many ppl setup their graphics differently. **MINI UPDATE 2** Ive added the fire resist, min and max damage for weapons. Ive only included the AoS(pretty much what everyone's running) we can assume if your using a non-aos server you would go over all your scripts anyway to ensure their compliant. **MINI UPDATE** Evil Lord Kirby - ive added in those spaces... one word.. BIG - lol. Well its certantly enounced the sections now lol. So far ive done the mobiles and Weapons - ill do the others when i add another change. **UPDATE** Ok the AI was pissing me off, so ive implimented a check when you select the base creature so it will now ask you if you want to use auto-assume or not(if not you will be shown the fields so you can choose ALL the values for the AI - movement, perception, fightmode etc.) **UPDATE** The auto-assume has been disabled, what this means is it will no longer refer to the body types base script for the default values(unless overridden) - so you must now make sure you have input all the relevant fields! This was changed as i couldnt find a reliable way to override the the AI Type without changing back to basecreature - ill keep working on it but for now, double check your fields. Also ive setup the tab order for mobiles, but not items - items have too many possible orders depending on your choices. **UPDATE** Getting towards the end of this now i fixed that phys resist bonus bug. |
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#5 (permalink) |
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Forum Expert
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 25
Posts: 429
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Np's that was the idea, well that and getting my staff to make their OWN damn items instead of sending me massive 'i want' lists lol - now they just send me bloody uber scripts :P
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#9 (permalink) |
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This is a great tool my only bug is but its easy to fix in the scripts that it makes.
Code:
// Created by Script Creator
// From Aries at Revenge of the Gods
using System;
using Server;
namespace Server.Items
{
public class test : BaseSword
public class test : BaseArmor
{
public override int InitMinHits{ get{ return 255;}}
public override int InitMaxHits{ get{ return 255;}}
[Constructable]
public test() : base( 0x13FF )
public test() : base( )
{
Hue = 1109;
Name = "test";
Attributes.AttackChance = 100;
Attributes.DefendChance = 100;
WeaponAttributes.HitLeechHits = 100;
WeaponAttributes.HitLeechMana = 100;
WeaponAttributes.HitLeechStam = 100;
WeaponAttributes.HitPhysicalArea = 100;
WeaponAttributes.HitPoisonArea = 100;
WeaponAttributes.SelfRepair = 100;
WeaponAttributes.UseBestSkill = 1;
Attributes.LowerManaCost = 100;
Attributes.LowerRegCost = 100;
Attributes.Luck = 200;
Attributes.ReflectPhysical = 100;
Attributes.RegenHits = 100;
Attributes.SpellChanneling = 1;
Attributes.WeaponSpeed = 46;
StrRequirement = 25;
LootType = LootType.Blessed;
Slayer = SlayerName.Silver;
}
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
{
phys = 100;
cold = 0;
fire = 0;
nrgy = 0;
pois = 0;
}
public test( 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();
}
}
}
Code:
// Created by Script Creator
// From Aries at Revenge of the Gods
using System;
using Server;
namespace Server.Items
{
public class test : BaseSword
public class test : BaseArmor
{
public override int InitMinHits{ get{ return 255;}}
public override int InitMaxHits{ get{ return 255;}}
[Constructable]
public test() : base( 0x13FF )
public test() : base( )
Code:
// Created by Script Creator
// From Aries at Revenge of the Gods
using System;
using Server;
namespace Server.Items
{
public class test : Katana
{
public override int InitMinHits{ get{ return 255;}}
public override int InitMaxHits{ get{ return 255;}}
[Constructable]
public test() : base( )
{
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#11 (permalink) |
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Forum Expert
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 25
Posts: 429
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Ive just woken up, im going to fix the weapon -> refresh error now, sorry i forgot to check the if statements for the weapons after i added armor(now i have a beta tester i can lol). Give me about an hour guys and ill fix those issues.
Also you have to select a weapon type or it wont work |
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#12 (permalink) |
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Forum Expert
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 25
Posts: 429
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dwaynelm, was the program still open when you went back and created the 2nd set of files? im having trouble repeating that error, but i can sort of figure how its happening, ill go over the code and see whats doing those problems.
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#13 (permalink) |
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No, I always close it after I finish each script. Oh I tried to make armor but I got an error for the material type and can try again to see what is wrong inside the script. Ok I went in the file for a test and edited public class test : BaseArmor to public class test : PlateHelm and got rid of the material error, but some of the AOS attributes as far as weapons that it puts in the armor for creation gets errors.
Code:
RunUO - [www.runuo.com] Version 1.0.0, Build 36918 Scripts: Compiling C# scripts...failed (1 errors, 0 warnings) - Error: Scripts\Custom\test.cs: CS0534: (line 7, column 15) 'Server.Items.test ' does not implement inherited abstract member 'Server.Items.BaseArmor.MaterialT ype.get' Scripts: One or more scripts failed to compile or no script files were found. - Press return to exit, or R to try again. |
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#14 (permalink) |
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Forum Expert
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 25
Posts: 429
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Thats a point i havnt implimented material types, ive put that on the list - im working on the weapon to armor to weapon problems now(its not clearing the variables properly thats why were getting both the weapon and armor lines when you make both in one session)
EDIT: Ok ive fixed the BaseItem problems(base armor as well as base weapon when creating a 2nd item) Im moving onto the resource types now( i will include daat's customs but users are just going to have to be careful not to use them if their not running daat's) 2ND Edit: Updated see top post. |
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#15 (permalink) |
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Check my last reply I edited with the changes it needs to make its not the material type its the type of armor whether it be a PlateHelm to any other type of armor but I'm looking into the other attributes to see what I can figure out. Another part I failed to mention and is just the same as the weapons is this section it adds
Code:
public test() : base( 0x13FF ) Code:
public test() Code:
// Created by Script Creator
// From Aries at Revenge of the Gods
using System;
using Server;
namespace Server.Items
{
public class ItemName : BaseArmor
{
public override int InitMinHits{ get{ return 255;}}
public override int InitMaxHits{ get{ return 255;}}
[Constructable]
public ItemName() : base( 0x1412 )
{
Hue = 1109;
Name = "Item Name";
Attributes.AttackChance = 100;
Attributes.DefendChance = 100;
WeaponAttributes.ResistColdBonus = 100;
WeaponAttributes.ResistEnergyBonus = 100;
WeaponAttributes.ResistPhysicalBonus = 100;
WeaponAttributes.ResistPoisonBonus = 100;
WeaponAttributes.SelfRepair = 100;
Attributes.LowerManaCost = 100;
Attributes.LowerRegCost = 100;
Attributes.Luck = 200;
Attributes.ReflectPhysical = 100;
Attributes.RegenHits = 100;
Attributes.RegenMana = 100;
Attributes.RegenStam = 100;
StrRequirement = 35;
LootType = LootType.Blessed;
}
Code:
// Created by Script Creator
// From Aries at Revenge of the Gods
using System;
using Server;
namespace Server.Items
{
public class ItemName : PlateHelm
{
public override int InitMinHits{ get{ return 255;}}
public override int InitMaxHits{ get{ return 255;}}
[Constructable]
public ItemName()
{
Hue = 1109;
Name = "Item Name";
Attributes.AttackChance = 100;
Attributes.DefendChance = 100;
ArmorAttributes.SelfRepair = 100;
ColdBonus = 100;
EnergyBonus = 100;
PhysicalBonus = 100;
PoisonBonus = 100;
Attributes.LowerManaCost = 100;
Attributes.LowerRegCost = 100;
Attributes.Luck = 200;
Attributes.ReflectPhysical = 100;
Attributes.RegenHits = 100;
Attributes.RegenMana = 100;
Attributes.RegenStam = 100;
StrRequirement = 35;
LootType = LootType.Blessed;
}
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#16 (permalink) |
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Forum Expert
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 25
Posts: 429
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Yeah ive fixed those one's up (the dupe fields) - the damn global variables wernt resetting - i might put resources on hold for now, their not that important(just a hue and a name mod)
Im fixing up those fields you pointed out now - thnx for the help mate. |
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#18 (permalink) |
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Forum Expert
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 25
Posts: 429
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lol thats ONE person who does, ive made the updates, i used the wrong field( i have to stop using 2 letter global variable names, i keep losing the notes on which one is which ) - ive updated it in the first post.
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#19 (permalink) |
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Keep it up I just tried the 1.3 version all you got left is the part in each armor script for the resist to get rid of where it puts WeponAttributes.ResistCold for example just needs to come out like this:
Code:
ColdBonus = 70;
EnergyBonus = 70;
PhysicalBonus = 70;
PoisonBonus = 70;
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#20 (permalink) |
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Forum Expert
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 25
Posts: 429
|
Lol good point, damn cross referencing - ill fix those now.
EDIT: Ive fixed those errors, i dont know how mine compiled with them in it? he go figure. neway its updated 1.4 Edit: Updated to 2.0, ive included jewlery |
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#21 (permalink) |
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Forum Expert
Join Date: Mar 2005
Location: Firmly Seated Infront of the Computer.
Age: 25
Posts: 429
|
Ive put the Updates on hold for the rest of today, this program was never intended to be this big(they were going to be seperate - i only released them at the request of a mate) i have to redesign the core and the layout to suit more options. Hopefully ill have it done by tomorrow morning(im about 1/4 way thru now).
Please note if you are using Nightsight at the moment you have to manually edit the script to say NightSight, instead of Nightsight - ill fix that in the next release. |
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#23 (permalink) |
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Join Date: Mar 2005
Age: 20
Posts: 26
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i dont know if uve noticed but when i used the editor and then closed it was still running in the backround when i looked at the processes in the task manager... i dunno if its jus me but it ate away alot of resources, more than it did when it was realling running... it could be jus my computer. but i thought i would let u know , it is a great tool i love it!
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#24 (permalink) | |
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Account Terminated
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Quote:
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