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Old 02-07-2006, 10:06 AM   #1 (permalink)
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Smile Mondain's Legacy And Eight Ages Splash Screen On Log on

Basicly what this script does if you log first time into ML shard and your last shard was SE for example, it will display SE splash but if you start your UO next time it will display ML splash.*PS* This won't active to choice Elfs thought since that part needs to be scripted. Not sure if anyone has released this but ive not seen it here just place this script in your custom folder restart server and you are set.

*PS* if you want ML House foundation to work must keep ML one and by adding The Eight Ages instead of seeing ML Splash you will get the Eight Ages Splash.
Attached Files
File Type: zip MLegacy.zip (400 Bytes, 350 views)
File Type: zip EighthAge.zip (319 Bytes, 143 views)

Last edited by Erica; 02-21-2006 at 12:04 PM. Reason: As requested
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Old 02-07-2006, 10:46 AM   #2 (permalink)
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There has been a core modification for that and Elf-support, iirc. But this is a little bit easier to use :-)
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Old 02-09-2006, 12:40 PM   #3 (permalink)
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Oh btw almost forgot this script also will let you customize your house with the ML walls and floor tiles only thing is that the ML doors you can add it to by customizing but its static tile meaning wont open those new doors but that can be added in script for the new ML Doors to not be static tile .
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Old 02-10-2006, 04:00 AM   #4 (permalink)
 
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any way you can tell me how to show the 8th age Splash screen? I'd really like to see that one. kinda tired of seeing the ML one.
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Old 02-10-2006, 04:34 AM   #5 (permalink)
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Quote:
Originally Posted by Seanchen.net
Are you this even exists?

8th Age to my knowlege didn't introduce a packet, the only official use of the release was to give out special editon items.

I question the claims this allows you to use new customizable building artwork added by the ML release.
the claims that it allows for the placing of ML tiles are true I just tested it to verify and they place fine. Although I agree I think the 8th Age client still shows ML intro if ML is enabled, otherwise it probably shows the SE.
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Old 02-10-2006, 06:35 AM   #6 (permalink)
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Default Does anyone know the files to make the elven doors work?

Or does all tje elven doors need to be scripted? Which im sure thats the case
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Old 02-10-2006, 06:49 AM   #7 (permalink)
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Quote:
Originally Posted by Dave1969
Or does all tje elven doors need to be scripted? Which im sure thats the case
Elven doors do NOT work, even with this, there is some scripting that needs to be done both in HouseDoors.cs and in HouseFoundation.cs, what exactly needs to be done I couldn't tell you cause I have no idea.
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Old 02-10-2006, 07:01 AM   #8 (permalink)
 
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The Ultima Online Client has the capability to display any Splash Screen OSI has made. Because... the simple fact that some people still play preAOS, AOS, SE, ML, and the 8th Age. Depending on what level they play on and have purchased ie. entered a code for with EA/OSI they get a different Splash Screen. Also if the 8th age was bought instead of UOML, ML is not activated until UOML is purchased. Hence you got AOS and SE but deicded to skip ML but wanted 8th age. You would get the 8th age items and such but ML ie. House Tiles, Elf selection, entry to Heartwood and other Newer Dungeons....would not be allowed.

Get InsideUO and go to Gumps Section scroll down to 0000010F the Splash Screens start there and go to 00000115.

Also this ML.cs allows the walls and ceiling tiles but not the foundation types or doors to properly work

I submit. This to make the new foundations available.
in HouseFoundation.cs
Code:
namespace Server.Multis
{
	public enum FoundationType
	{
		Stone,
		DarkWood,
		LightWood,
		Dungeon,
		Brick,
		ElvenStone,
		ElvenWood
	}
and this in the
public static void GetFoundationGraphics section near line 388 or so
after the last entry
Code:
				case FoundationType.ElvenStone:		corner = 0x2DF7; east = 0x2DF9; south = 0x2DFA; post = 0x2DF8; break;
				case FoundationType.ElvenWood:		corner = 0x2DFB; east = 0x2DFD; south = 0x2DFE; post = 0x2DFC; break;

Last edited by dashiznit_76; 02-10-2006 at 07:26 AM.
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Old 02-10-2006, 08:53 AM   #9 (permalink)
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Quote:
Originally Posted by dashiznit_76
The Ultima Online Client has the capability to display any Splash Screen OSI has made. Because... the simple fact that some people still play preAOS, AOS, SE, ML, and the 8th Age. Depending on what level they play on and have purchased ie. entered a code for with EA/OSI they get a different Splash Screen. Also if the 8th age was bought instead of UOML, ML is not activated until UOML is purchased. Hence you got AOS and SE but deicded to skip ML but wanted 8th age. You would get the 8th age items and such but ML ie. House Tiles, Elf selection, entry to Heartwood and other Newer Dungeons....would not be allowed.

Get InsideUO and go to Gumps Section scroll down to 0000010F the Splash Screens start there and go to 00000115.

Also this ML.cs allows the walls and ceiling tiles but not the foundation types or doors to properly work

I submit. This to make the new foundations available.
in HouseFoundation.cs
Code:
namespace Server.Multis
{
	public enum FoundationType
	{
		Stone,
		DarkWood,
		LightWood,
		Dungeon,
		Brick,
		ElvenStone,
		ElvenWood
	}
and this in the
public static void GetFoundationGraphics section near line 388 or so
after the last entry
Code:
				case FoundationType.ElvenStone:		corner = 0x2DF7; east = 0x2DF9; south = 0x2DFA; post = 0x2DF8; break;
				case FoundationType.ElvenWood:		corner = 0x2DFB; east = 0x2DFD; south = 0x2DFE; post = 0x2DFC; break;

Those are helpfull and all but still don't make them usable, cause they need to be added to the customization page under Foundation Style. Since that hasn't been updated for any of the new client stuff then you won't be able to see the new foundations or have a button to select the option to change your foundation to one of the new Elven ones. But thanks for that info though.
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Old 02-10-2006, 05:35 PM   #10 (permalink)
 
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After using the Enable ML PAcket, and adding these lines to my HouseFoundation.cs the 2 new foundation styles work fine. Do a little research before you post false information.

And they appear on the customization Menu after these edits because AOSHouseGump.cs finds them and adds them to the Menu.
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Old 02-10-2006, 06:22 PM   #11 (permalink)
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Quote:
Originally Posted by dashiznit_76
After using the Enable ML PAcket, and adding these lines to my HouseFoundation.cs the 2 new foundation styles work fine. Do a little research before you post false information.

And they appear on the customization Menu after these edits because AOSHouseGump.cs finds them and adds them to the Menu.
I am not posting any false info, I added your stuff to my code AND I have the ML packet stuff included. Maybe it only works for Newly created houses, but on the 4 houses on my Shard they don't exist. I normally test something like this before i post so don't attempt to call me a liar again.

Also Note to dashiznit_76, don't attack someone untill YOU are sure you posted all relivent information. I've also been trying to get the doors to work, but at this point have had no success.
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Last edited by Greystar; 02-10-2006 at 07:20 PM.
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Old 02-10-2006, 06:59 PM   #12 (permalink)
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i added the lines also, and i do not have the new foundations either

on old or a newly made house

so there must be something else enabled to have them show that we are over looking
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Old 02-10-2006, 07:18 PM   #13 (permalink)
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Quote:
Originally Posted by Lord_Greywolf
i added the lines also, and i do not have the new foundations either

on old or a newly made house

so there must be something else enabled to have them show that we are over looking
I think the person who posted the mods forgot to post something he modded is all

in the script HouseGumpAOS.cs (located in the Gumps folder change the following code

Code:
		private static int[] m_FoundationNumbers = new int[]
			{
				20, 189, 765, 65, 101
			};
to this
Code:
		private static int[] m_FoundationNumbers = new int[]
			{
				20, 189, 765, 65, 101, 11767, 11771
			};
the last two numbers should be the corners of the new UOML foundations and since it is a Dynamic gump with that code added it should now show them.

also around line 1241 change
Code:
						switch ( index )
						{
							case 0: newType = FoundationType.DarkWood; break;
							case 1: newType = FoundationType.LightWood; break;
							case 2: newType = FoundationType.Dungeon; break;
							case 3: newType = FoundationType.Brick; break;
							case 4: newType = FoundationType.Stone; break;

							default: return;
						}
to
Code:
						switch ( index )
						{
							case 0: newType = FoundationType.DarkWood; break;
							case 1: newType = FoundationType.LightWood; break;
							case 2: newType = FoundationType.Dungeon; break;
							case 3: newType = FoundationType.Brick; break;
							case 4: newType = FoundationType.Stone; break;
							case 5: newType = FoundationType.ElvenStone; break;
							case 6: newType = FoundationType.ElvenWood; break;

							default: return;
						}
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Last edited by Greystar; 02-10-2006 at 08:12 PM.
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Old 02-10-2006, 08:50 PM   #14 (permalink)
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that did the foundations - worked like a charm

now to figure out how to get the doors to work - instead of just being fancy walls (that people will dbl click for ever trying to open - sounds like a nice trick lol)

thanks for the fix for the foundations
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Old 02-11-2006, 03:13 AM   #15 (permalink)
 
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My sincerest apologies Greystar. I did forget that edit I made it so long ago I was trying to remember what all I did.

I have the doors coding begun but it is being a pain because of the way the facing is laid out I gotta figure out the math or something. LOL
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Old 02-11-2006, 03:21 AM   #16 (permalink)
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Quote:
Originally Posted by dashiznit_76
My sincerest apologies Greystar. I did forget that edit I made it so long ago I was trying to remember what all I did.

I have the doors coding begun but it is being a pain because of the way the facing is laid out I gotta figure out the math or something. LOL
Yah that's the issues I've been having with the doors, so i've put it off.
I also see the 8th Age splash screen you are talking about dashiznit_76 I started creating a gump and was looking for button I'ds to use and came accross other Splash screens, not sure exactly how to get them to show though.

PS: Erica sorry we hijacked you thread.
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Last edited by Greystar; 02-11-2006 at 03:47 AM.
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Old 02-13-2006, 02:02 PM   #17 (permalink)
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Quote:
Originally Posted by Greystar
Yah that's the issues I've been having with the doors, so i've put it off.
I also see the 8th Age splash screen you are talking about dashiznit_76 I started creating a gump and was looking for button I'ds to use and came accross other Splash screens, not sure exactly how to get them to show though.

PS: Erica sorry we hijacked you thread.
Hehe not a problem at all just wanted to share this i also dont take credit for the ML Script not sure who created but just wanted to share it now is to figure out how to get the doors of ML to work.
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Old 02-21-2006, 07:26 AM   #18 (permalink)
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Quote:
Originally Posted by Erica
Hehe not a problem at all just wanted to share this i also dont take credit for the ML Script not sure who created but just wanted to share it now is to figure out how to get the doors of ML to work.
for some reason when i added the following to the ML packets i got the 8th age splash screen

Code:
Network.SupportedFeatures.Value &= 0x100;
Not exactly sure why but I added it like
Code:
using System;
using Server;
using Server.Network;

namespace Server
{
    public class ML
    {
        public const bool Enabled = true;

        public static void Initialize( )
        {
            if ( Enabled )
            {
                Network.SupportedFeatures.Value |= 0x0080;
                Network.SupportedFeatures.Value &= 0x100;
            }
        }
    }
}
and when i logged in with my 3d client I got the 8th Age login Splash screen. Just thought i'd share my discovery at almost 5:30am central standard time.
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Old 02-21-2006, 08:09 AM   #19 (permalink)
 
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I totally forgot about this thread {sorry} LOL I already got it working a couple days ago. doing a similar thing. I used the MLEnabled Script modified MLEnabled to EighthAgeEnabled and used value |=100 now it shows the 8th age screen. so if I wanna switch splash screens I can just disable the 8thAge.cs
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Old 02-21-2006, 10:41 AM   #20 (permalink)
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any body know what the numbers would be for the other splash screens ?
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Old 02-21-2006, 12:05 PM   #21 (permalink)
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Quote:
Originally Posted by Lord_Greywolf
any body know what the numbers would be for the other splash screens ?
Go to first post added as requested.
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Old 02-21-2006, 12:07 PM   #22 (permalink)
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Don't forget you need to have both of the scripts i added so ML house building works and the Eight Ages Splash will show instead of ML Splash.
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Old 02-21-2006, 01:44 PM   #23 (permalink)
 
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Its interseting because when they first put the splash screen up, mine would switch from LBR to AOS to SE to ML, so I was led to believe that its random. I do run an ML shard as well. I haven't checked lately, but I do remember seeing a consistency in ML splash screens. I should confirm this though.
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Old 02-21-2006, 08:56 PM   #24 (permalink)
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the 1st post has it for 8th age and ML - i was wondering if anyone knew the code numbers for the other splash screens available out there????
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Old 02-24-2006, 09:34 PM   #25 (permalink)