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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
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Winecrafting System
Current Version: 1.0.4 UPDATE June 25, 2006 ******************** FIXED: VinyardGroundAddon.cs- Replace item names GroundItemPart and GroundPosition due to conflicts with Variable Carpet Addon custom script. UPDATE April 21, 2006 ******************** FIXED: defWinecrafting.cs - Replace message in gump when player does not have enough skill to use a particular variety of grape. Thanks emeraldleg34 for brining this to my attention!! Please download new attached zip and replace the older version. URGENT UPDATE Dec. 8, 2005 ******************** FIXED: AddGrapevineGump.cs - Grapevines were being left on internal map. Please download the attached zip and reinstall or go to Wincrafting v1.0.0 for manual instructions on fixing this issue. Thanks! UPDATE Dec. 8, 2005 ******************** This is just a maintenance release to fix a few bugs on Pre-AOS servers FIXED: Winegrapes.cs - Wine grapes will now show the variety and amount on single click (for Pre-AOS), instead of "grape bunch : ##". FIXED: BaseCraftWine.cs - Bottles of wine will now show the vinyard and variety on single click (for Pre-AOS), instead of "bottle of wine". FIXED: BaseGrapeVine.cs - Grapevines will now show the variety on single click (ALL). Please download new attached rar and replace the older version. ******************** UPDATE Nov. 9, 2005 ******************** NEW: Added two new tools to give players the ability to place grapevines in their houses. The first is the Grapevine placement tool. This tool will open the same gump that admins use, but it is locked down when used by players to validate that they are placing/moving/deleting vines in their own house and only on dirt/ground tiles. The second tool is a Vinyard ground addon. This is only needed by players that don't have custom houseing. It is an addon that will add dirt tiles into their house. NEW: Added two new addons that were created by masternightmage. These are the Keg Storage Rack and Bottle Rack. UPDATED: AddGrapevineGump to work for players using the grapevine placement tool. It will use the new script VinePlacement.cs for the rules of where players can place vines. There are certain aspects that you can change to suit your shard. These are... UPDATED: Winecrafter NPC to sell the grapevine placement tool and the vinyard ground addon deed. I did not add the Keg Storage or Bottle Rack addons. I will leave that up to you to decide if you want them on the vendor or on an addon stone/token stone, etc. FIXED: The OnSingleClick event in WineKeg.cs to show the wine variety and crafter details correctly. Please download new attached rar and replace the older version. ******************** UPDATE Nov. 3, 2005 ******************** NEW: Too add to realism, players will now craft kegs instead of bottles. Kegs must ferment for 7 real world days, before they can be bottled. Kegs are equiv of 15.5 gallon kegs and can bottle 75 wine bottles. If you prefer to leave it the old way (crafting bottles), simply open defWinecrafting.cs and uncomment line 94 and comment out line 96. NEW: Vinyard Label Tool. This tool can be purchased from the Winecrafter NPC and can be used by players to name their own vinyard. To use, players need to double click label tool, then click on one of the following (depending on what they want to do... Crafted Bottle of wine (crafted by them and exceptional only) - this will only label that specific bottle.UPDATED: Winecrafter Tools is now using the bottle with spout itemid (bong). UPDATED: Added Kegs and Label Tool to Winecrafter NPC. Also moved tools and resources to the top of the items for sale list. UPDATED: Removed the addgv command from AddGrapevineGump.cs and placed into Commands\AddGrapevine.cs. This is for future functionality. FIXED: Crafted wine will now increase BAC when a player drinks a bottle. Please download new attached rar and replace the older version. ******************** Original Post This is a winecrafting system I have developed. Some is based on other scripts that I have found here, including Sigma's grapevines and Demented's/Kesia's Brewing craft system. This is a fully working script system, but I consider it a beta release to the RunUO community until I can get feedback/bug reports Here are the features... Wine crafting - using Alchemy skill. Alchemy of 80 required. Can currently only craft bottles of wine. Exceptionally crafted wines can bear vinyard name (maker's mark) and are made as "Special Reserve" wines.To install, download the attached file and unrar it to your customs directory. Restart your server and you are ready to setup. You have different options to setup. 1. Using Vendors (required). You will want to add the Vintner(optional) and Winecrafter vendors to the world. Use spawner or [add to add them. I recommend adding Vintner to towns and Winecrafter in the farmlands somewhere. If you use the grapevines, I would add this vendor somewhere near the vines.I have changed the names of most items, etc to avoid conflicts. I did not however change the name of Sigma's vines. If you already have Sigma's grapevines, you will need to replace them with the new vines included here. The grapevines are named... East GrapeVinePoleEast, GrapeVinePoleEast2, GrapeVinePoleEast3, GrapeVineBranchEast, GrapeVineBranchEast2 North GrapeVinePoleNorth, GrapeVinePoleNorth2, GrapeVinePoleNorth3, GrapeVineBranchNorth, GrapeVineBranchNorth2 I will follow this post with a post of further images. Credit: Sigma - For his grapevines. I used these as the basis for my grapevines. Most of his code is intact, with exception of the addition of varieties, and I reduced the number of files by using BaseGrapeVine. Demented/Kesia - For the Brewing Craft scripts, which I based my winecrafting scripts on. XSTG - For the Sweeties Pack, where I got the idea for my WinecrafterSugar from. A-Li-N - For the Yard and Garden System, which I based alot of the player placeable vinyards on. Also, special thanks to Orpheus and masternightmage for their suggestions that were implemented in version 1.0.1. Feel free to post any bugs or critical feedback Thanks and hope you enjoy! Last edited by dracana; 06-25-2006 at 01:50 PM. Reason: Urgent Bug fix! |
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#2 (permalink) |
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Forum Expert
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Here are some images from the winecrafting system...
![]() Add Grapevine Gump ![]() Add Grapevine Gump (Select Variety) ![]() Add Grapevine Gump (Item Detail) ![]() Sample Grapevine field ![]() Grapes ![]() Winecrafter Tool ![]() Winecrafter Tool Gump ![]() Winecrafter Tool Gump (Grape Variety Selection) ![]() Winecrafter Tool Gump (Requirements page) ![]() Cheap wine (raise your alchemy skill!!) ![]() Reserve Wine (that's better) |
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#7 (permalink) |
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Forum Expert
Join Date: Jan 2004
Location: UK, Essex
Age: 20
Posts: 1,166
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This looks really great
.Any plans on extending this to include ales and cider as well?
__________________
It is not the hand that creates worlds, It is the mind controlling it ! The New Dawn Network |
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#8 (permalink) | ||
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Forum Expert
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Quote:
In this first release, I have it admin placeable only. I wanted to get this release out for feedback, etc. In my next release, I will have an addon deed for players to create their own "mini" vinyards. I was pondering the best way to do this... should it give let's say a 5x1 addon vinyard complete or allow them to make it as big as they want and they need to get multiple deeds (or seeds) to make their vinyard? Any suggestions?Quote:
Thanks to all for the positive feedback. |
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#10 (permalink) |
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Forum Novice
Join Date: Jun 2005
Age: 30
Posts: 111
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If you could make it like the carpet addon deed where you target two points to make the vineyard as large or small as you want it and will also allow square vineyards and long rectangular ones. If thats possible.
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#12 (permalink) |
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Join Date: Aug 2004
Age: 31
Posts: 546
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Great script, i love how you can make cheap wine all the way to the top quality stuff. I look forward to seeing other scripts you write.
Only 1 thing i would add to this, a way to date the wine so that collectors (if there are any) could say "oh yea, i have this one from way back at the start of the shard" but then you'd need to come up with a complex way to date it, unless you wanted to use the current date, minus 1000 years. |
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#13 (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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Well done.
__________________
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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#14 (permalink) | |
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Forum Expert
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Quote:
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#16 (permalink) | |
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Forum Expert
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That is a great idea. I did originally plan on giving the ability to set the name of the vinyard as part of the Winecrafter tool, but decided against it, since players would have to reset with each new toolkit. I could write like you say, as a labelmaker. The labelmaker would hold the name of the vinyard and on the creation of the wine using the toolkit, it will check if they have a labelmaker in pack. If so, it will name wine that vinyard name, otherwise it will use default name. Something like that
Thanks for the feedback and input!! Quote:
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#18 (permalink) |
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Account Terminated
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be cool if you could make the bottle that people use for bongs in the weed script for the crafting tool and then make the keg store the wine so you can double click it later and bottle up in a regular bottle just like you would with potions! but make it so that you have to have that keg locked down in a house for like a week befor you can even bottle it letting the wine set up!!
just a idea that may make this script more realistic!! but over all great script keep up the good work! ![]() |
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#19 (permalink) | |
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Forum Expert
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Quote:
Thanks! |
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#21 (permalink) | |
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Forum Expert
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Quote:
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#22 (permalink) |
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Forum Expert
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I am wrapping up a new release that will contain a couple requested features and a small bug fix. The new features will be...
1. A vinyard label maker - requested by Orpheus, will allow players to make their own vinyard name. Can use for all future crafted wines or for individual bottles.These changes are now in testing and should be released by Thurs/Fri this week. After this, I will begin working on Player ability to place vines in their own home. I was originally going to do this as addons, but since each vine must remain seperate, I am going to use a tool along the lines of A-Li-n's yard and garden system. The tool will allow players to place, move, delete vines in their house using a modified version of the existing addgv gump. My thought is to have players buy a tool that will allow a limited number of vines to be placed as part of the price. Any additional vines will be deducted from bank. Player will keep tool to move/delete vines from their house or change varieties. This should be out by following week. Thanks for the suggestions and feedback so far |
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#24 (permalink) |
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Forum Expert
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Version 1.0.1 is now released in the main thread.
This version contains the following features/fixes... NEW: Too add to realism, players will now craft kegs instead of bottles. Kegs must ferment for 7 real world days, before they can be bottled. Kegs are equiv of 15.5 gallon kegs and can bottle 75 wine bottles. If you prefer to leave it the old way (crafting bottles), simply open defWinecrafting.cs and uncomment line 94 and comment out line 96. Thanks to masternightmage for this request. NEW: Vinyard Label Tool. This tool can be purchased from the Winecrafter NPC and can be used by players to name their own vinyard. To use, players need to double click label tool, then click on one of the following (depending on what they want to do)... Crafted Bottle of wine (crafted by them and exceptional only) - this will only label that specific bottle.Thanks to Orpheus for this request. UPDATED: Winecrafter Tools is now using the bottle with spout itemid (bong). UPDATED: Added Kegs and Label Tool to Winecrafter NPC. Also moved tools and resources to the top of the items for sale list. UPDATED: Removed the addgv command from AddGrapevineGump.cs and placed into Commands\AddGrapevine.cs. This is for future functionality. FIXED: Crafted wine will now increase BAC when a player drinks a bottle. Please download the new rar on my initial post. Unrar and replace the older version. |
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#25 (permalink) |
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I love the system and especially with the newest updates. But I'm having problems adding more grapes. It all compiles well but if I make the wine with the new grapes it's name is token out of range. Any ideas?
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