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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: Apr 2004
Location: Another state of mind
Age: 27
Posts: 2,875
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Updates can be found in my Signature. I am discontinuing the Complete Spell System to focus on Spell System 2.0 (also linked in my Sig). Sorry for any inconvenience!
After a long road of lots of set backs and lazyness, I have something worth sending out for anyone that wants to play with what I've been working on. The main premise behind my recent workings is that I am not going to be modifying any distro files, hence the name 'Completely Custom'. I have also worked hard on making it all as dynamic as possible, even with its own save system (Thanks goes to TMS and any sub-cred he may choose to dispers for this addition). This system is completely self contained, meaning it can be added/removed at any point with very little effort. There are no 'control stones' to worry about being deleted, and every system that I will be adding to the ACC will be able to be dis/enabled in-game. Systems are 'registered' to the ACC. The ACC Gump will create itself based on what systems are registerd. The main gump will create buttons for each system. When you click a button, the gump will remake itself (system buttons, etc) and then pass itself along to the system's Gump method, which makes the system specific gump (again, thanks goes to TMS for his help/ideas with this) Updates:
This thread and all scripts in it are very much so in the 'alpha' stage of development. I'm posting what I have finished so far in hopes that some people will take it and try to break it. I'm pretty sure it will not break anything, but since it is not completely tested, it could crash the server. When I get a more finished product, I will be making an official post for all things ACC. The main gump is accessed with [ACC. It will allow you to control all aspects of all of my systems that will be imported to the ACC. Currently there is only a TestSystem and CentralMemory system. The Central Memory has a very basic TestModule for you to see how things can work. For an example of what will be using these new systems, I will try to explain the Complete Spell System, which will be my next port to the ACC. The CSS will have a 'dynamic' spell registry that is not relyant on set SpellID's. How this works is completely too complicated to get into at this time, but it does work. This spell registry will be kept track of using the saving system of the ACC. I will also be keeping track of the versioning with the ACC save system, and will therefore be able to update things behind the scenes if I ever need to. The CSS Spellbooks will have 'dragable' icons, which use a module and the CM to keep track of. Icons are 'stored' to the player in an IconsModule. This module is stored in the CM, like all other modules. When a player that has icons stored logs on, their icons are sent to them (if the system is running anyway). The CM can be used for many things along those lines. This system pretty much eliminates the need to change the PlayerMobile.cs, or any other item/mobile. It keeps track of things using the Serial and a list of Modules that that Serial has. If you wanted to make a Paintball game that needed to put a player on a team (hint hint, update of my Paintball coming someday), you could use the CM to keep track of such things. Anyway, if you have any questions, concerns, comments, bugs, etc, please feel free to post here or email them to me (anAlien at gmail) with 'ACC' as the subject. As I get further on making the CM gump code (very basic atm, just enough to display what it can do with the TestModule) and other systems, I will update this post until I'm ready to make the official release. Also, here's a list of my ideas. This is sorta my 'todo' list (minus the CSS) Any comments on it are welcome as well. Code:
RunebookGump: Module: Locations. Types of Recall/Gate. 'Starting' location for gump. Gump showing locations: Name Location? Hue? Copy Rune Remove Rune Recall Gate ItemCollection: Gump showing items: 'Owner' and 'Guest' views. List and Detail views. Module: Hashtable? Type - Type of Item. Saved - Save what information is different. Use flags similar to default ser/deser. 'Starting' location for gump? Race/Class/Level: Information/Choice gump Module: Class name/title/etc. Race name/title/etc. Level Experience (to level) Apply to Mobile? Experience Gain Artifact Rating Can either only use x many artifacts or x amount of ARarity Evos: Dynamic - Able to add/remove 'types' of evos, including how many stages they go through, stats, ID's, etc. Save types for distribution. Evo belongs to the player forever. Evo can be 'changed' to a different kind during first (maybe second) stage only. Call/release commands that bring the evo to the player or 'puts them away'. Paintball (If anyone is wondering)
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Last edited by A_Li_N; 02-07-2007 at 06:35 AM. |
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#2 (permalink) |
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Forum Novice
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This looks extremely interesting. I'm going to install it and play with it when I get back from school. I've looked at your test modules and it looks simple enough to program for and it might just be exactly what I was looking for. If this works, you're my hero.
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#3 (permalink) | |
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Forum Expert
Join Date: Apr 2004
Location: Another state of mind
Age: 27
Posts: 2,875
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Quote:
The Central Memory has a ... major bug. I'm working on fixing it, but I have to learn how the World.cs does the entire save/load (the 3 different files). But play around with it, as the modules will most likely not change and you can get aquanted with how it works. But by all means, don't put it on a public shard ![]()
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#5 (permalink) |
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Helpful? Me? Nah...
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Huh... If I understand correctly, this is sort of like a shell system. In simpler terms, Falafel, the system in this script will let you add other scripts from A_Li_N without having to change any scripts in your RunUO installation. The system posted here will keep track of and manipulate its sub-systems in order to avoid potentially difficult modifications to other systems, such as the Ore.cs file such more-complex files.
A_Li_N, I haven't had a chance to check this out yet, but I'm both intrigued and impressed. Do you know whether or not this system will be powerful enough to avoid PlayerMobile changes as well? I know that a lot of what we do in there can be done by other means, but the PlayerMobile method is just more comprehensive. If I understand your plans correctly, it would be possible to give everyone a data holder which could contain any extra variables and values which we usually have to add by hacking the serialization to pieces. This could be a revolution, and I think I like the sound of it. I'll be following this closely. Safe journeys, Llyrwech |
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#6 (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:
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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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#7 (permalink) | |
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Forum Expert
Join Date: Apr 2004
Location: Another state of mind
Age: 27
Posts: 2,875
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Quote:
)As for the Central Memory (CM), the main function is to take care of any kind of serialize additions you might want. So if you have a race system, which usually requires either a PM de/ser edit or some 'orb' to keep track of the race, you could instead use this system to store the race to that mobile. (lucid I believe is currently working on such a thing, but I will also be doing a race/class/level system of my own down the line). However, override specific methods/variables is not the function...So if you wanted to add an entry to the ObjectPropertyList, you would have to edit the actual item/mobile. This is unless I figure out how to do such a thing as well.
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#8 (permalink) |
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Helpful? Me? Nah...
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Absolutely fantastic. You know, I fully recognize the desire to hold onto one's work proprietarially, and I would not begrudge you for doing so at all; if only your scripts and systems will be using this, that's fine enough, because it takes a little bit of extra load off the wild need for changes, at least. However, I hope you will or have considered documenting this system clearly enough that future systems by other authors could be tailored to fit. If it works well, you might even get the devs to include it either in the distro or as a recommended addition for scripting.
Not too long back, my hard drive on my main computer died... completely... irreparably. Among the lost data was my heavily-modified and personalized RunUO installation, (including the groundwork for a spell system similar to Sorcery from U8, but that's beside the point.) I've been slowly going through the archives on this site, downloading the scripts I used to have if I can find them, (R.I.P. Arya's Jail System,) and dreading the hours of edits ahead of me. Something like this would be a time saver, if not a life saver. Molto kudos. Safe journeys, Llyrwech |
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#9 (permalink) |
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Forum Expert
Join Date: Nov 2005
Location: San Diego, CA
Posts: 1,833
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Not too long back, my hard drive on my main computer died... completely... irreparably. Among the lost data was my heavily-modified and personalized RunUO installation,...
Off site CVS, perhaps? You can often get a great backup system going for code, using a remote shell account somewhere. You only need enough space to hold the code base, some deltas, and the like. It's all pretty easy, if you use a windows client like WinCVS. Sorry to hear this sort of thing, makes me cringe, have had disasters, too. C// |
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#10 (permalink) | |
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ConnectUO Creator
Join Date: Jan 2004
Age: 28
Posts: 4,952
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Quote:
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Jeff Boulanger ConnectUO - Creator/Core Developer Please do not pm me for support. If you are having issues please post in the appropriate forum. Thanks for your continued support of both ConnectUO and RunUO |
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#11 (permalink) | |
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Forum Expert
Join Date: Apr 2004
Location: Another state of mind
Age: 27
Posts: 2,875
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Quote:
)...and to give an example of how good I'm NOT, I'll just say that I can't create a normal, stand alone program (yet). I've tried, probably starting way to big and deep, but it failed pretty miserably. We'll see how things go ![]()
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#12 (permalink) |
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Helpful? Me? Nah...
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heh Well, don't let problems with creating independent programs convince you that your talents are lacking. First of all, there's a vast difference between programming and scripting. Second, this is not an environment where one has to "go it alone." You've come up with a fantastic idea and begun implementing it. I haven't set up my server yet, so I'm not sure where the system is at this point, but I know where it can be and where it's headed. If you need assistance making it behave as you'd like, input on additions/modifications, anything like that, this is definitely the place to bring it.
Also, if you're interested in making the system more accessible, I'd be more than glad, once active again, to go through it and document it, as well as writing up a brief on how to fit systems to this core. Of course, if you'd rather keep it proprietary, that's fine as well. You deserve it. This is your brainchild. Safe journeys, Llyrwech |
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#13 (permalink) |
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Forum Expert
Join Date: Apr 2004
Location: Another state of mind
Age: 27
Posts: 2,875
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Once completed, I'll write some info on how to add to it and what certain things do. At current, I don't need help...just need to get focused and do the actual code. I'm currently simply doing a full trace/copy of the World.Save and World.Load code to fix the CM.
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#14 (permalink) |
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Forum Expert
Join Date: Apr 2004
Location: Another state of mind
Age: 27
Posts: 2,875
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Updated. See main post for info.
Pretty much need to replace all files and get rid of the CMItem.cs if you still have that in. I will not be using it unless I figure a way to load the modules saved to them onto the new system. (Probably pretty easy, just didn't take the time to yet)
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#15 (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:
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__________________
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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#16 (permalink) |
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Forum Expert
Join Date: Apr 2004
Location: Another state of mind
Age: 27
Posts: 2,875
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Converted Public Gate System to ACC. Minimal testing done so far. Tested upgrading from regular to this and it works fine minus deleting all gates (just the gates, entries are still there) due to changing the namespace. After the first load/save with the new system, you can delete ACC\Public Gates\Items\PGControl.cs. No admin gump made yet. Gen and Rem gate commands still exist (gengates and remgates). These get called when the system is enabled/disabled as well. I've seperated out the Default locations into a seperate list file, so it's easier for people to hard-code locations if they wish. Only problem with this is that I have yet to decide where to call the Default.Generate. Any suggestions? It'll probably be a simple button in the admin gump to add the default locations, IDK for sure yet.
Plans for admin gump:
Last edited by A_Li_N; 01-03-2006 at 08:59 PM. |
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#17 (permalink) |
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Forum Expert
Join Date: Apr 2004
Location: Another state of mind
Age: 27
Posts: 2,875
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Finished working out most bugs in the All Spells system, (Now called Complete Spell System).
This system has (or will have) the following features:
Current schools:
Admin gump will contain:
Last edited by A_Li_N; 01-19-2006 at 07:14 AM. |
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#18 (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 was thinking of an [offensive and [defensive commands that would randomly select those types of spells and cast one randomly within the players spell class.
Would be a good option for noobs that are still learning their spells. Would be for situations that would need a fast reaction and cast timing.
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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:
Last edited by Lucid Nagual; 01-03-2006 at 09:33 PM. |
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#19 (permalink) |
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Forum Expert
Join Date: Apr 2004
Location: Another state of mind
Age: 27
Posts: 2,875
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Interesting concept, although you would need to classify each and every spell as offensive or defensive and keep track of it somehow (not hard, but still have to do it
)I'll see what I see when I get further into things. Last edited by A_Li_N; 01-05-2006 at 09:43 PM. |
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#20 (permalink) |
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Forum Expert
Join Date: Apr 2004
Location: Another state of mind
Age: 27
Posts: 2,875
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Added Public Gates' Admin Gump code. You can now manage the system from inside the Adming Gump ([acc)
So far, functionality for changing and removing locations/categories. To remove, erase the name and hit the update button. (big red one, can't miss it) You'll see that there are things for Cost for gates. This feature is not yet implemented into the actual system, but I know it will be so I added it into the gump. Currently all code is commented out for this (except the graphics). More work is planned tomorrow. Probably focused on the rest of the Public Gates admin gump. See list above for what's planned to be put into it. |
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#22 (permalink) |
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Hmm... now was I serious? That's an interresting question. Not 100% that's for sure. It's a good idea anyway isn't it? I'm the author of most of the scripts on my shard, but I don't have nearly enough time to code everything myself... Not mentioning the skills and RunUO knowledge, so I use other peoples' work as aften as possible, changing it to fit my other scripts. Most of them are not compatible with each other and changes need to be made depending on the other scripts |