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#176 (permalink) |
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Forum Expert
Join Date: Nov 2004
Location: Beyond the Gates of Hell
Age: 37
Posts: 3,509
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Updated to v[2].0.3!
Please read post #1 for details. Thanks.
__________________
Leader of the Anti-OSI Movement. Inventing a new game experience in an EA Games-free environment. Don Juan Matus "The basic difference between an ordinary man and a warrior is that a warrior takes everything as a challenge, while an ordinary man takes everything as a blessing or as a curse." My Customs:
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#177 (permalink) |
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Forum Master
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just a quick question?
looking at the scripts: Code:
AOS.Damage(defender, attacker, Utility.RandomMinMax(10, 50), 100, 0, 0, 0, 0); break; shouldn't that change to (10, 50), 0, 100, 0, 0, 0); for fire (10, 50), 0, 0, 100, 0, 0); for cold, etc? none of them change |
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#178 (permalink) |
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Join Date: Apr 2004
Age: 33
Posts: 51
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I was wondering how i would go about makeing it so you have to have certain skill levels to use the new arrows? i just instaled the advanced archery script about 2 days ago and have looked thru the scripts, and was not sure wehre to place the skill checks.
example: normal arrows required archery skill would be 0.0 - 120.0 fire arrows required archery skills would be 20.0-120.0 and so on. |
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#179 (permalink) | ||
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Forum Expert
Join Date: Nov 2004
Location: Beyond the Gates of Hell
Age: 37
Posts: 3,509
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Quote:
--------------------------------------------------------- Quote:
__________________
Leader of the Anti-OSI Movement. Inventing a new game experience in an EA Games-free environment. Don Juan Matus "The basic difference between an ordinary man and a warrior is that a warrior takes everything as a challenge, while an ordinary man takes everything as a blessing or as a curse." My Customs:
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#180 (permalink) |
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Forum Master
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that would take a little doing - in the bow.cs (and the rest of them) find the lines like this (after the on doubleclick)
Code:
else if (item.GetType() == typeof(ExplosiveArrow) ) it_Bow.ArrowSelection = ArrowType.Explosive; Code:
else if (item.GetType() == typeof(ExplosiveArrow) )
{
if (from.Skills.Archery >= 80 && from.Skills.Poisoning >= 80)
{
it_Bow.ArrowSelection = ArrowType.Explosive;
}
else
{
from.SendMessage("you do not have the skill to use that type of arrow");
it_Bow.ArrowSelection = ArrowType.Normal;
{
}
there is no need for the 120 upper limit - because they should be able to use it if it is even higher (jewely & such bonuses) and to set a 2nd required skill: Code:
if (from.Skills.Archery >= 80 && from.Skills.Poisoning >= 80) edited afterwords you're welcome on the damage thing and we both posted almost at the same time - just your 1st lol Last edited by Lord_Greywolf; 03-04-2006 at 06:33 PM. |
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#182 (permalink) |
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Forum Master
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forget what i edited out from here - i was wrong before - it is in each type of weapon
(bow, compositbow, etc) and it might be Skills.SkillName.Archery also - not sure - been a while since i had to "read" the skill Last edited by Lord_Greywolf; 03-04-2006 at 07:50 PM. |
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#184 (permalink) |
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Forum Master
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the specialabilities are also tied into the graphic i have found
and if you change them, then you can not use them right at all I have tried on many weapons and can not get them then to use the new ones (like shadow strike on a longsword that is an assassins blade, etc) weird on how they work |
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#185 (permalink) |
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Join Date: Apr 2004
Age: 33
Posts: 51
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Still have not gotten skill check on the arrows right. i have tried editing the bow.cs to include skill checks after arrow selection and it gives me error expected msgs. i looked in the other scripts to find and easier way to do it and nothing works yet. I have to admit i have not seriously scripted for about 2 years and most of what i knew b4 i am relearning again. hopefully Lucid Nagual will include this in the updates, so i dont have to continue to beat my head against the desk.
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#186 (permalink) |
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Account Terminated
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Hello Lucid,
I think your IDEA is great !!! I had one nice idea in the past too.... it was in use in SPHERE shard for years... It is a system like yours but, with the BOWS, we had: Fire Bow, Ray Bow, Aqua Bow e Vine Bow, Maybe this is a good IDEA for a new addition for your system, ![]() |
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#187 (permalink) |
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Join Date: Jun 2003
Posts: 30
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RunUO - [www.runuo.com] Version 1.0.0, Build 36918
Scripts: Compiling C# scripts...done (0 errors, 0 warnings) Scripts: Compiling VB.net scripts...no files found. Scripts: Verifying...done (2633 items, 680 mobiles) World: Loading...An error was encountered while loading a saved object - Type: Server.Items.Bow - Serial: 0x400D1E25 Delete the object? (y/n) n After pressing return an exception will be thrown and the server will terminate what exactly do i need to do? it asked me to do the same thing with i think a cross bow or something similar (some kindof bow) i hit 'y' and then it asked if i wanted to remove them from the whole shard... i hit 'n' then it sent me through it again so i hit 'y' both times and now it's giving me more of these errors with a different bow this time... i'm worried it'll go through every bow type |
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#188 (permalink) | ||
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Forum Expert
Join Date: Mar 2004
Location: NorthCentral IL, USA
Age: 35
Posts: 3,848
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Quote:
It will go through every bowtype cause you didnt follow directions in the beginning, but if you have no players just respawn all your mobs and they will get their weapons back so its really no big deal... if you have some players and they use bows there may be a problem... otherwise re-read the first post...
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Quote:
Just a Simple Staff Tool You can leave me messages. Ernest Gary Gygax - Quote "I would like the world to remember me as the guy who really enjoyed playing games and sharing his knowledge and his fun pastimes with everybody else." |
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#189 (permalink) |
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Join Date: May 2003
Posts: 303
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It would actually be better to put the skillcheck on the dip tubs and leave the bows alone as far as skill, unless you wanted a check to say that only a certain skill level could use the different bows based off the archery skill. There really shouldn't be a check to see which type of arrow you can fire since really anyone could fire any type of arrow/bolt. Your concern should be for the fletcher who's making the arrow which will in turn give your fletchers a source of income.. I don't know of many archers who actually get their poisoning skills up there since poisoning was really used in alchemy... but that's just my $.02...
Anvil |
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#190 (permalink) |
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Forum Master
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i can see the skill being required on the arrows also
because the tips have been weighted differently, can scratch you to poison you, or if not handled correctly - blow up in your hands, etc the archery & other skills then would show that you could handle the differences with these arrows/bolts (in RL switching from just a 125 grain tip to a 135 grain tip makes a big difference in hitting your target, so it takes more skill to be just as accurate and to compensate for the changes) |
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#192 (permalink) | |
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Forum Expert
Join Date: Jun 2003
Location: Live Oak FL
Age: 31
Posts: 2,005
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Quote:
adding multiple properties to playermobile list.Add
__________________
The Den of KillerBeeZ...Kender's Komments, uncensored commentary from the Kender. Plus anything else the Kender might have in his pouches.
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#193 (permalink) | |
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Join Date: Apr 2004
Age: 33
Posts: 51
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Quote:
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#194 (permalink) | |
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Forum Expert
Join Date: Mar 2004
Location: NorthCentral IL, USA
Age: 35
Posts: 3,848
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now since the quiver inherits from BaseQuiver makes it a tone easier to add em to the LootPacks
![]()
__________________
Quote:
Just a Simple Staff Tool You can leave me messages. Ernest Gary Gygax - Quote "I would like the world to remember me as the guy who really enjoyed playing games and sharing his knowledge and his fun pastimes with everybody else." |
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#195 (permalink) |
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Forum Expert
Join Date: Nov 2004
Location: Beyond the Gates of Hell
Age: 37
Posts: 3,509
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I still have an issue with the weight returning to normal when the arrows/bolts are used. And I need to know....does the baseaddon edit work for anyone? Is there anyone that gets the building menu from clicking the saw? These are prolly issues that need to be taken care of next.
__________________
Leader of the Anti-OSI Movement. Inventing a new game experience in an EA Games-free environment. Don Juan Matus "The basic difference between an ordinary man and a warrior is that a warrior takes everything as a challenge, while an ordinary man takes everything as a blessing or as a curse." My Customs:
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#196 (permalink) | ||
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Forum Expert
Join Date: Mar 2004
Location: NorthCentral IL, USA
Age: 35
Posts: 3,848
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Quote:
EDIT: after doing some research, even though you CAN put the layer as MiddleTorso it doesnt like being there... you still have to make sure you cloak is off before you can put it on, however once you put it on you can put your cloak back on... unless that is intentional, but i don't think it is... also I think on actual OSI the quiver does take the spot of cloak, if I recall seeing the pub about when they where added.. Also Im still trying to find a way to make the archerybutt recognize arrows/bolts in a quiver while its being worn... I got it so it can recognize it while its in the backpack (the quiver that is) but it seems to be fighting finding it on a layer... also the weight reductions is well... odd if you drop some arrows/bolts onto a quiver that already contains some arrows/bolts it will display the correct weight, however if you place them in an empty quiver it displays the incorrect weight... Still working on this to (and yes I did use InvalidateProperties()l to make sure it was updating). Partially FIXED QUIVER DETECTION OF ARCHERY BUTT still working on the above fix.
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Quote:
Just a Simple Staff Tool You can leave me messages. Ernest Gary Gygax - Quote "I would like the world to remember me as the guy who really enjoyed playing games and sharing his knowledge and his fun pastimes with everybody else." Last edited by Greystar; 03-08-2006 at 08:48 PM. |
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#197 (permalink) | ||
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Join Date: Jun 2003
Posts: 30
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Quote:
Quote:
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#198 (permalink) |
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Join Date: May 2003
Posts: 303
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Greystar, I added your changes to the butte and I'm getting the following error now:
Code:
RunUO - [www.runuo.com] Version 1.0.0, Build 36918 Scripts: Compiling C# scripts...failed (6 errors, 8 warnings) - Error: Scripts\Custom\Advanced Archery\ArcheryButteAddon.cs: CS0246: (line 17 4, column 4) The type or namespace name 'BaseQuiver' could not be found (are you missing a using directive or an assembly reference?) - Error: Scripts\Custom\Advanced Archery\ArcheryButteAddon.cs: CS0103: (line 17 5, column 9) The name 'quiver' does not exist in the class or namespace 'Server. Items.ArcheryButte' - Error: Scripts\Custom\Advanced Archery\ArcheryButteAddon.cs: CS0103: (line 17 6, column 5) The name 'quiver' does not exist in the class or namespace 'Server. Items.ArcheryButte' - Error: Scripts\Custom\Advanced Archery\ArcheryButteAddon.cs: CS0103: (line 18 3, column 9) The name 'quiver' does not exist in the class or namespace 'Server. Items.ArcheryButte' - Error: Scripts\Custom\Advanced Archery\ArcheryButteAddon.cs: CS0246: (line 18 5, column 11) The type or namespace name 'quiver' could not be found (are you mi ssing a using directive or an assembly reference?) - Error: Scripts\Custom\Advanced Archery\ArcheryButteAddon.cs: CS0103: (line 19 6, column 13) The name 'quiver' does not exist in the class or namespace 'Server .Items.ArcheryButte' |
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#199 (permalink) | ||
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Forum Expert
Join Date: Mar 2004
Location: NorthCentral IL, USA
Age: 35
Posts: 3,848
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Quote:
first did you add Lucids' newest update (IE 2.0.3) without that you want have a BaseQuiver... second... my fix isnt perfect, still working on it... goes and removes code in thread. Okay final testing of my ArcheryButt fix completed... However you NEED to have version 2.0.3 of the Advanced Archery installed to make this work cause it needs to have the BaseQuiver available. Change the following code in your ArcheryButtAddon Code:
Container pack = from.Backpack;
Type ammoType = bow.AmmoType;
bool isArrow = ( ammoType == typeof( Arrow ) );
bool isBolt = ( ammoType == typeof( Bolt ) );
bool isKnown = ( isArrow || isBolt );
if ( pack == null || !pack.ConsumeTotal( ammoType, 1 ) )
{
if ( isArrow )
from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500594 ); // You do not have any arrows with which to practice.
else if ( isBolt )
from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500595 ); // You do not have any crossbow bolts with which to practice.
else
SendLocalizedMessageTo( from, 500593 ); // You must practice with ranged weapons on this.
return;
}
Code:
Container pack = from.Backpack;
Container quiver = (Container)from.FindItemOnLayer( Layer.Cloak ); //You will also need to change this to Layer.MiddleTorso
if ( quiver == null )
quiver = (Container)pack.FindItemByType( typeof( BaseQuiver ) );
Type ammoType = bow.AmmoType;
bool isArrow = ( ammoType == typeof( Arrow ) );
bool isBolt = ( ammoType == typeof( Bolt ) );
bool isKnown = ( isArrow || isBolt );
bool usedquiver = false;
bool usedpack = false;
if ( quiver != null )
usedquiver = quiver.ConsumeTotal( ammoType, 1 );
if ( pack != null && !usedquiver )
usedpack = pack.ConsumeTotal( ammoType, 1 );
if ( !usedquiver && !usedpack )
{
if ( isArrow )
from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500594 ); // You do not have any arrows with which to practice.
else if ( isBolt )
from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500595 ); // You do not have any crossbow bolts with which to practice.
else
SendLocalizedMessageTo( from, 500593 ); // You must practice with ranged weapons on this.
return;
}
__________________
Quote:
Just a Simple Staff Tool You can leave me messages. Ernest Gary Gygax - Quote "I would like the world to remember me as the guy who really enjoyed playing games and sharing his knowledge and his fun pastimes with everybody else." Last edited by Greystar; 03-08-2006 at 09:39 PM. |
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