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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 09-03-2005, 10:02 PM   #51 (permalink)
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Premier Classes, not sure, school is starting back up so development is at a much slower pace.
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Old 09-04-2005, 12:31 PM   #52 (permalink)
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Thumbs up Suggestion

One thing i think would be really cool (after reading through all this i cant remember if it was already suggested or not really tired) on my shard we have several different types of crafting systems like artifact crafting. How hard would it be to make certain items unusable by specific races or classes?ex. Make it where Elve's could use artifact crafting Tongs but humans could not use them??


And by the way excellent job on the system. Ya should see my staffs suggestions for classes and races.


Edit: um i got yer system installed and got my classes and races all set up and everytime someone equiped a weapon my server crashed. I put my old base weapon cs back into the files and it stopped. Is there something im overlooking here?
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Old 09-04-2005, 08:30 PM   #53 (permalink)
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To AdminVile,

Weapons crash the server but armours don't?

Just want to confirm, cause you said you put for old baseweapon in but didnt say anything about basearmor.

Also if you could post the crash log it would be helpfull.
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Old 09-04-2005, 11:06 PM   #54 (permalink)
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Quote:
Originally Posted by EchoEcho
To AdminVile,

Weapons crash the server but armours don't?

Just want to confirm, cause you said you put for old baseweapon in but didnt say anything about basearmor.

Also if you could post the crash log it would be helpfull.
armor and weapons both crashed the server constantly once i activated the system so i took it out. Id love to see this system working it seems pretty cool. As far as the crash logs i cleaned my computer before reading this but ill look and see if i can find a copy i sent to friend who was trying to help me fix it
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Old 09-04-2005, 11:09 PM   #55 (permalink)
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PHP Code:
Exception:
System.NullReferenceExceptionObject reference not set to an instance of an object.
   
at Server.Items.BaseWeapon.CanEquip(Mobile from)
   
at Server.Mobile.EquipItem(Item item)
   
at Server.Network.PacketHandlers.EquipReq(NetState statePacketReader pvSrc)
   
at Server.Network.MessagePump.HandleReceive(NetState ns)
   
at Server.Network.MessagePump.Slice()
   
at Server.Core.Main(String[] args
here is the crash log from equiping weapons the one with the armor was identical except all refrences of baseweapon were Basearmor
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Old 09-05-2005, 03:43 AM   #56 (permalink)
 
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Default thanksq

Great system, I do have to give a THANKS.
I have one problem, I am done with everything but missed one thing.
The race control orb that was suppose to be in the chest is not there anymore. Bad thing about that is I haven't set that location thing to true so that when they have chosen the race and class they get transported to the spot they are suppose to.
Now they just sit there after they are done.
Is there anything I can do to change this?
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Old 09-05-2005, 08:49 PM   #57 (permalink)
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Not there anymore? Where did it go?

Anyways currently the only way to fix that would be to [rcremove the system and [rcbegin it again...
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Old 09-06-2005, 12:42 AM   #58 (permalink)
 
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Well, I removed it and began it again.
I opened the chest and my race pack was not there, but my class pack was.
I went about creating a sample race to see if the controller would appear. It didn't.
I than removed that one, redownloaded the system and put it in again.
Tried it again, samething.
All my race stuff is gone... I have no idea how this could happened, I did not mess with anything, and even redownloaded it...
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Old 09-06-2005, 03:50 AM   #59 (permalink)
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When the system is created the items all stack in the chest....

So have you tried moving around the items to see if its hiding underneath the class bag?
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Old 09-06-2005, 03:03 PM   #60 (permalink)
 
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OK well yeah it was all stacked. Yeah, feel stupid...
BUT came up with a few new problems.
I made 5 races and 7 classes.
I set the chest to true so that people go to it when they start.
I set the race control to true on the location.
Now when someone finishes choosing the class and teleport to the place they are suppose to, their stats have not changed at all. They are the same as when they came into the shard. The skill caps also have not changed.
I looked through the class controller to see if something needed to be set to true or something, but couldn't see anything. What am I missing?
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Old 09-06-2005, 04:21 PM   #61 (permalink)
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Umm, I dont know what to say about that...

Anyone wlse experiencing this problem?

I mean, I read the script and the script that sets caps and stats has not been changed since v1.3 and has been tested extensively.

They teleport after they pick there class?

Because the should pick secondary and teritary skills aswell.
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Old 09-06-2005, 05:20 PM   #62 (permalink)
 
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Yeah they do pick their sec and tet skills, then teleport.
I actually got the skill part working... Somehow. They now have the skills I set the class to.
Just still have to figure out why their stats aren't changing.
Their stats stay the same from when they make their char before entering.
There is nothing you can tell me off the top of your head that might of turned this off?
(Thanks for the prompt replies by the way!)
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Old 09-06-2005, 06:04 PM   #63 (permalink)
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If a player is not "Young" it doesnt set there stats
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Old 09-08-2005, 03:13 PM   #64 (permalink)
 
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K got it working. It was the account that had to be young not just a char. So an admin changing a char to young then, them choosing doesn't work.
I am having lots of fun with it.
For the next release it would be very cool to have something to permenantly change the person's body into a creature or animal.
Right now I have 2 shapeshifting Races and one race that I want to be a Lizardman race. Right now they are just green, but it would be cool to have them look like a lizardman.
Or like the elves having the bod of a savage.
It would be much better having this than a title to say what the person is. Mainly because it will be clearly visible what race they are, which I like much better.
Just an idea.
I will give you credit on my shard for your system!
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Old 09-12-2005, 08:11 PM   #65 (permalink)
 
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Default A couple suggestions, maybe? :)

Since you asked for suggestions, here's what I'd personally love to see (not that it isn't FANTASTIC as-is):

1. Like Joeku said, an option to set permanent bodymods would be great, as my shard has a few non-human races (centaur, orc, gargoyle, etc.). Speaking of centaurs, would there be a way of allowing them to travel as quickly as a horse, maybe via an invisible mount or such?

2. Maybe an option for various 'racial' abilities, such as nightsight, increased strength, resistance, etc.

3. Finally, perhaps an option to restrict/force certain hair/beard styles, since we don't really like our elves to have beards.

I know, I know, I'm being a royal pain asking...this system is AWESOME now, but these features would make it PERFECT for my shard. Even if you decide not to bother, I'd still like to say thanks.
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Old 09-17-2005, 06:09 AM   #66 (permalink)
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I have PMed you with a couple suggestions and just wanted to make sure you got it. (It contains some more stuff than suggestions)
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Old 09-19-2005, 04:13 PM   #67 (permalink)
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I donīt get it, where is the class control?? is it the chest ???


I want to change the skill caps but i donīt know where is the class control...






PLZ TELL WHAT IT IS


Tnx
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Old 09-19-2005, 05:14 PM   #68 (permalink)
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Id reccomend making it so other players know what you are, example, if your class is Druid, and your race is dwarf, and your name is Dard, make it say Dard The Dwarven Druid
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Old 09-24-2005, 02:29 PM   #69 (permalink)
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Powerscrolls override the caps on the secondary and lower skills. so you can raise all skills to 120 with powerscrolls
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Old 09-24-2005, 11:06 PM   #70 (permalink)
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is there anyway to set it so on your name it says like for example Jonny (Human) or Holly (Wood Elf) ?
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Old 09-25-2005, 09:19 PM   #71 (permalink)
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Yes...remove powerscrolls? may work...
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Old 09-26-2005, 07:19 AM   #72 (permalink)
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Quote:
Originally Posted by EchoEcho
Yes...remove powerscrolls? may work...

What? How is that going to make the name show up,, also the Class is buged to hell everytime I add a class it is messed up

I ask for the STR DEX and INT I put 50 50 15 then it ask for the cap and I put 130 125 45 and Then also it tells be to say the skill cap and I put 120. but when ever testing and I selected a race it makes my Str 130 125 45 instead of 50 50 15 and it makes my skill cap 120 and also sets the skill at 120, Im not sure if it is soupose to do this or not?
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Old 09-27-2005, 01:24 AM   #73 (permalink)
 
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Default Player_Equip =- True

I implemented the stystem..created one race, and five classes, and that part works great..the skill stuff looks like it is set properly...etc, However..I added items to the equip and the items bags of my 'Warrior' classe, so that when a warrior was started he would get the basic 'newbie set' that I created for that class, and it does not palce the items on the character, delete the olds stuff, or add the new items to the back pack.

I placed items i nthe restrict bags and they work great, they just wont copy the items over from Items and equip. What might cause this?

And yes..I did check Player_Equip and it is set to true.....

Thanks in advance.
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Old 09-28-2005, 12:24 PM   #74 (permalink)
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ucc:

That response was to another question, not the one about Titles, the one about Powerscrolls.

I have already stated that titles are planned for the future, but I lack time to fully finish the next version right now. Patience....

Also the problems your having are not normal. That portion of the script has been tested extensively. I don know what you are doing exactly, but the script has no portion where it sets skills based on your caps. It has one part where it sets skills based on the start_skill_value in class control. But never is there any code that will set a skill to the cap.

The only way it would set your skill yo 120 is if it was OVER 120 when you used the stone. This is simply a cap check function that will set all skills over the cap to the cap. The same goes with the stats. If you are Not "Young" it will not set your skill values at all, unless they are above the caps you set. Then it will set them to the cap.

Without more information I can do nothing to help you.


M_tallos: If the player using the stone is not "Young" then it will not dress them.

The "Young" check was put in as a simple way for vetern and existing players to use the stone on an established shard without losing all their items, skills and stats.

If you want a vetern to lose this stuff, simply type [set young true
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Old 09-28-2005, 01:21 PM   #75 (permalink)
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UPDATE

- Made the "Young" protection optional
- Removed need to edit PlayerMobile
- Added TITLES!!!!!!
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