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#1 (permalink) |
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Forum Novice
Join Date: Jan 2005
Age: 28
Posts: 106
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Ok, there were a quite a few things wrong that were found with the current release. All of the things that were found have been corrected, combat has been retested and change to emulate the current major pre: uor systems, and a ton of other changes (Old horse stamina loss system, correct monster loot, etc) have been added. Version 4 comes out this chirstmas, so keep a look out for it.
The goal of this project is to provide new server admins with a good "out of the box" pre: uor server. The hardest part about this project is getting accurate information on that time period. If you know a lot from this era, please post any bugs. I thank you for your support. Here are a few of the changes: Code:
Edited Files: Heal through poison [GreaterHeal.cs & Heal.cs] Turned server wars on [AutoRestart.cs] The recall spell has been changed back to the old version [Recall.cs] Added a much better version of autosave by Alari and Phantom [AutoSave.cs] Removed non-preuor houses [SBHouseDeed.cs] You can now mark/teleport/recall in and out of dungeons. Vendors can now be attacked [BaseVendor.cs] Vendor titles are now back to the old version [BaseVendor.cs] Two player vendor bugs were fixed (money exploit & vendor clothes) Trash barrels can now be placed in front of doorways and on steps. [BaseHouse.cs] Items are not auto-locked down when placed inside a locked down container [BaseHouse.cs] Items inside a locked down container can not be locked down. [BaseHouse.cs] StrongBoxes can be placed on steps and in front of doors. [BaseHouse.cs] Anatomy now has a 4 second cool down. [Anatomy.cs] Animal Lore now has a 4 second cool down. [AnimalLore.cs] EvalInt now has a 4 second cool down. [EvalInt.cs] Blade spirit is back to the old version [BladeSprits.cs] Itemidentification skill now works with the new magic affects on clothing/jewelry/armor/weapons [ItemIdentification.cs] Poison can now be applied to all bladed weapons [Poisoning.cs] Remove Trap skill now works with the new tinker traps [RemoveTrap.cs] Inscription no longer gives a bonus to spell casting. [Spell.cs] If your hands are not free (unless your holding a spell book or wand) you can not cast. [Spell.cs] Energy Vortex and Blade Sprit can attack the caster. [SpellHelper.cs] Magic Reflection has been changed to the old version [MagicReflect.cs] MindBlast's damage formula has been changed [MindBlast.cs] Criminals can now use bank commands (withdraw,balance,etc.) [Banker.cs] There is no max to stabled pets. [AnimalTrainer.cs] Energyvortex is back to the old version [EnergyVortex.cs] Added in Mr. Fixit's version of ServerList.cs [ServerList.cs] Changed the rate at which players gain stats and skills [SkillCheck.cs] Turned off karma locking [Titles.cs] On an autospawn, only 1 npc per type will spawn [uoamVendors.cs] Changed the amount overweight before a player starts getting fatigued. [WeightOverloading.cs] Removed the display to tell someone logging in how many people are online. [LoginStats.cs] Changed Felucca's map to look like the old Felucca. [MapDefinitions.cs] Characters now start with stats directly related to their attributes (Str = Hits, etc) [CharacterCreation.cs] Changed wand display to the old version [BaseWand.cs] Changed the Welcome message [WelcomeTimer.cs] Fixed a bug where players could set skills and stats of AOS when AOS was turned off in testcenter [TestCenter.cs] Added magic attributes to armor [BaseArmor.cs] Changed armor display to the old version [BaseArmor.cs] Added magic attrubutes to clothing [BaseClothing.cs] Changed clothing display to the old version [BaseClothing.cs] Added magic attributes to jewelry [BaseJewel.cs] Changed jewel display to the old version [BaseJewel.cs] Allowed only the ring to have the teleport magic attribute. [Ring.cs] Monsters are now red. [BaseCreature.cs] Monsters now display [frozen] when they are single clicked if they are paralyzed. [BaseCreature.cs] Removed check to see if casters were over their casting limit. [BaseCreature.cs] Criminals may open their banks. [OpenBankEntry.cs] Changed the craft resources for traps to just show an item as a resource and not actualy be consumed as a resource.[CraftGumpItem.cs] Added the old tinker traps [CraftItem.cs] Removed checks in crafting files for non pre: uor items. [Def*.cs] Removed the faction lines [Faction.cs] Added in UnrealUO's script for the old moongate system (can't choose where you go). [EnchantedSextant.cs & PublicMoongate.cs] Removed StatLoss [RessurectGump.cs] Changed platemail stats to old values [Plate*.cs] Looting a monster does that someone else kills does not make you gray [Corpse.cs] Bulletin Boards do not remove their posts after a certain amount of time [BulletinBoards.cs] Changed gold display to the old version [Gold.cs] Keys support the trap system [Key.cs] Criminals may use moongates [PublicMoongate.cs] Monsters and Animals may use gateways. [Moongate.cs] Changed scroll display to the old version [SpellScroll.cs] Changed the display hues. [Lots of files] Changed various systems to use 100 as max skill [Lots of files] Changed various systems to use 100 as max stat [Lots of files] Removed all context menus. [Lots of files] Removed the virtues system. [Lots of files] Removed bulk order deeds. [Lots of files] Disabled Discordance [Lots of files] Added in someone's script for bounty hunting. [Lots of files] Removed non-pre uor items from vendors [Lots of files] Many of the spell's damage have been changed. [Lots of files] Changed damage to all non-preuor weapons to 1 [Lots of files] Changed weapon damage to use a dice based system instead of randomly chosen number system. [Lots of files] Removed special attacks [Lots of files] Removed max tame slots (nothing takes up a tame slot now) [Lots of files] Changed prices on some items [Lots of files] |
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#2 (permalink) |
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Forum Novice
Join Date: Jun 2003
Location: hudson valley ny
Age: 38
Posts: 442
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Could you add a little more info on the setup? Maybe Im just too tired, but I dont see how your supposed to add neruns felluca spawns without installing neruns distro, which will overwrite alot of what youve done...Maybe it would just be better if I tried again after a few hours sleep
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I dont hate all people...just stupid people...it just turns out most people are stupid! Trying hard to fight the urge to come back to UO!... Too late... I'm back! |
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#3 (permalink) |
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Join Date: Jan 2005
Age: 25
Posts: 219
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Welp, lets see. I havent tried your thing yet, so I dont know what all you've done. However, I played a lot of pre-ren OSI so lemme see if I can help. There was no all names. There was perma grey, unless you are going as far back as no grey, just red and blue. There were far less fame/karma titles. Dread lord was really easy, where as glorious lord was near impossible. Lets see, no control slots. You could tame as many dragons as you wanted, only thing was, if you got to many they didnt listen, and then they would turn on you and attack you. You didnt need any lore skill. You could ride mares and such with no taming/lore. You could get fishing gain on a boat at any skill level. There was no mib's on serps. You simply fished them up. The whole bounty/head thing im sure you know of. There was no time period between switching back and forth in factions. You simply switched as you pleased. There were no arrows for adjusting the skills and stats. I hope some of this was helpful, if you want or need anymore pre-ren info, just let me know, and i'll druge up some of the deeper regeions of my memory.
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#4 (permalink) |
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Forum Novice
Join Date: Jun 2003
Location: hudson valley ny
Age: 38
Posts: 442
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Yeah, a little sleep helped...I got the spawns imported with the xmlspawner2...More documentation would be very helpful though...perhaps just a little how-to to get the basic setup up and going...otherwise looks cool so far
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I dont hate all people...just stupid people...it just turns out most people are stupid! Trying hard to fight the urge to come back to UO!... Too late... I'm back! |
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#5 (permalink) | |
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Forum Novice
Join Date: Jan 2005
Age: 28
Posts: 106
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Quote:
I'll try to get that up within the week. PS: Thanks ![]() |
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#7 (permalink) |
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Forum Novice
Join Date: Jun 2003
Location: hudson valley ny
Age: 38
Posts: 442
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Im in no rush...Ill be at disney til labor day
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I dont hate all people...just stupid people...it just turns out most people are stupid! Trying hard to fight the urge to come back to UO!... Too late... I'm back! |
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#10 (permalink) | |
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Forum Novice
Join Date: Jun 2003
Location: hudson valley ny
Age: 38
Posts: 442
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Quote:
Provided that all is well and your not struggling for survival and will be working on the project again...I think possibly two guides, one quick down and dirty guide (install and spawn), and then a second more detailed guide listing the different systems that have been added/removed/modified and which of those can be turned on/off and possibly if people have time to test, what other systems they have added or have gotten to work and how it was accomplished. Obviously the latter part of that will be very tricky and people should be aware that it would be practicaly impossible to offer support for adding in other features that did not come with your distro, however if people worked together Im sure most scripts could probably be implemented with only slight modifications. The only reason I even mention that last part, is that I know alot of people will love the distro as it is, however there are also a lot of people that like a mix of older and newer elements of uo and this distro would be a perfect starting point.
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I dont hate all people...just stupid people...it just turns out most people are stupid! Trying hard to fight the urge to come back to UO!... Too late... I'm back! |
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#11 (permalink) |
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Forum Novice
Join Date: Jan 2005
Age: 28
Posts: 106
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Reporting back in. I did fine in the hurricane but it's been crazy where I live. We've been trying to help out people from New Orleans as much as we can but there are just so many. Anyway, all my free time that i've managed to scrounge up has been going to my college studying. The project is far from dead, but I don't expect it to develop too rapidly in the next couple weeks.
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#12 (permalink) |
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Newbie
Join Date: May 2005
Posts: 23
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Nice work, thanks for a great starting point for a pre uor shard.
Things I have been trying to add/change to the world are. Teleporting creatures (done) Mage npcs sell only up to 4th circle spells(done)-wasn't sure, they may have sold 5th. Static large crate that relocks,retraps and spawns items in.(not done) Small locked kegs that spawn(not done) Old gumps for crafting(not done) Fixing some npcs that won't train skills(not done)- Tailor will not teach tailoring. Adding wands to lich spawns(not done) Thats it off the top of my head. Things that are easy take me forever. Still learning. Simple thing like adding a item to a creature spawn always causes errors. |
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#13 (permalink) |
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Forum Expert
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If T2A/Pre UOR had Ethereals, you might consider taking out the casting time and return them to instant mount/dismount.
And you might want to include how to use the included monster spawns. I am using Nerun on my other server and I just cant figure the xml spawner out... or I am to stupid to find the file/dir I need. If anybody could send me a PM and enlighten me, that'd be cool. Thx. |
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#14 (permalink) |
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Forum Expert
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This saved me ALOT of time. I need some of the scripts from this, so I plan on butchering it (rofl). Mainly because I only like... 49%... and the stuff that you took out will make it alot harder on what I want, mainly the clothing (I COULD NOT!!!) get that to work.
Thanks for the great project, however.
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Procrastinators unite!
Tomorrow. Saying that Java is nice because it works on all OS's is like saying that anal sex is nice because it works on all genders. ![]() |
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#15 (permalink) |
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Forum Novice
Join Date: Jun 2003
Location: hudson valley ny
Age: 38
Posts: 442
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Ok Ive been having some serious issues with posting since the forum change, so I hope this goes through.
To spawn the deco, doors and such, I just used the standard runuo commands. For the actual spawns, there is a folder in the distro called 'neruns fellucca spawns'. That folder has a bunch of .map files in them that contain the spawns. I used the xmlspawner to import them. if your not sure how to import the files, heres a link that can help you http://www.runuo.com/forum/showthrea...ort#post441130 Hopefully person or someone that knows more than I can get that down and dirty quick start guide for some of us to figure out anything else we might be missing in setting it all up ![]()
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I dont hate all people...just stupid people...it just turns out most people are stupid! Trying hard to fight the urge to come back to UO!... Too late... I'm back! |
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#17 (permalink) |
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Forum Novice
Join Date: Jun 2003
Location: hudson valley ny
Age: 38
Posts: 442
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np, Im just glad I can post again... was a problem with the editor choice I was using apparently. I think alot more people would get involved with this project if it was a little bit easier to get started with the basic setup
*hint hint* ahem *quick setup guide* ahem *hint hint* *pokes person* *pokes person again* *nudge nudge* ![]() I would write one up myself if I knew more about it, but now Ive been dedicating more of what little time I have myself to playing on another shard anyway. But its a nice thing to play around with ![]()
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I dont hate all people...just stupid people...it just turns out most people are stupid! Trying hard to fight the urge to come back to UO!... Too late... I'm back! |
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#18 (permalink) |
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Join Date: Sep 2005
Age: 24
Posts: 15
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I started playing around the addition of T2A some things I remember
1. Elementals had no corpses 2. monsters were grey, evil humans were red npcs and or players 3. Anat eval and lumberjacking had no combat purposes these were later added 4. Houses had no item decay nor did boats 5. No all names feature 6. No rewards such as etheral mounts 7. You could recall in the regular world, but not to t2a nor could you even recall or gate in t2a you had to run there to get around 8. No factions just Order and Chaos 9. Also in town NPCS such as vendors ect. could be killed This is all I can think of right now I may post more later as I can recall |
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#19 (permalink) |
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Forum Novice
Join Date: Jun 2003
Location: hudson valley ny
Age: 38
Posts: 442
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Allnames was always in there as far as I remember, and I started just a few weeks after uo went live... didnt find out about it until a few weeks afterwards when I was trying to meet up with a friend of mine at brit bank and was getting pissed off clicking on each person to see who they were (even got gwhacked once because I was in combat mode and double clicked on someone) after which he introduced to the wonderful allnames feature
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I dont hate all people...just stupid people...it just turns out most people are stupid! Trying hard to fight the urge to come back to UO!... Too late... I'm back! |
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#20 (permalink) |
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Join Date: Sep 2005
Age: 24
Posts: 15
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Hrmm I don't remember there being an all names feature let me look that up I swear they added that feature later on just before Ren, if I'm wrong I played for years with it hehe.
UO Live Access Patch Aug 26 1999 12:39PM Interface Changes and Options Client Arrow There is now an arrow that can be used to point players to a specific location. General Interface changes Current target highlighting - All targeted players/creatures are now highlighted with a graphic that represents: Current Damage The target's reputation (by hue) The Status Bar is hued by reputation Double-clicking a status bar now behaves as if the player had double-clicked the target. Targeting a status bar behaves as if the character had been targeted. [Always show names" - This feature shows the names of objects as they come on to your screen. It defaults to being on, but can be toggled off in the options menu. Skill/Stat Advancement Notification - The client will now notify you in the system message area when you gain skills or stats. These can be toggled on/off in the options menu. This is when the feature was added I always thought, maybe before this there was a third party program of some sort that made all names? |
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#21 (permalink) |
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Forum Novice
Join Date: Jun 2003
Location: hudson valley ny
Age: 38
Posts: 442
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What was meant by that, is that when a new player (as in wasnt already on your screen, not a newb
) walks onto your screen, there name is displayed automaticaly for a few secs... you could always use allnames to show all chars on your screen... previous to that the only way you would see the names of anyone else that walked onto your screen would be to either click on them or.. you guessed it... use allnames ![]()
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I dont hate all people...just stupid people...it just turns out most people are stupid! Trying hard to fight the urge to come back to UO!... Too late... I'm back! |
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#23 (permalink) |
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Forum Novice
Join Date: Jun 2003
Location: hudson valley ny
Age: 38
Posts: 442
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np, like I said, I just didnt know about it for a few weeks and I wanted to kick myself...
__________________
I dont hate all people...just stupid people...it just turns out most people are stupid! Trying hard to fight the urge to come back to UO!... Too late... I'm back! |
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#24 (permalink) |
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Forum Novice
Join Date: Jun 2003
Location: hudson valley ny
Age: 38
Posts: 442
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I was also looking up some other stuff and found this from 12/9/97
http://update.uo.com/oldupdates/12-9-97.shtml Client changes (will require a client patch to be visible) * A circle of transparency will allow you to see yourself behind buildings and other large obscuring objects, and manipulate items that are behind it. o Set the UO.CFG option UseCircleTrans=yes to enable it. (There is not yet a macro key for it). o This may affect your graphical performance, depending on your machine. o When ghosted, there's some nifty partial coloring effects. * You can now sit in all four directions by merely walking up to the chair, bench, log, or rock in the appropriate direction. * The AllNames macro now brings up the names of all creatures, players, and NPCs, plus also corpses. * You can now target the names of creatures and corpses, so you can hit AllNames, and then open your corpse behind a wall.
__________________
I dont hate all people...just stupid people...it just turns out most people are stupid! Trying hard to fight the urge to come back to UO!... Too late... I'm back! |
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