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Custom Script Releases This forum is where you can release your custom scripts for other users to use.

Please note: By releasing your scripts here you are submitting them to the public and as such agree to make them public domain. The RunUO Team has made its software GPL for you to use and enjoy you should do the same for anything based off of RunUO.

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Old 07-09-2006, 09:51 PM   #51 (permalink)
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Your work is greatly appreciated. You've done an excellent job thus far. The only other thing that I don't understand is why you can't drag and drop arrows and bolts into the quivers. You can drag a bow into them, but if you try to do so with arrows they will dissapear. Thanks for the great work!
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Old 07-11-2006, 10:27 AM   #52 (permalink)
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Old 07-11-2006, 06:42 PM   #53 (permalink)
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Default Looking good

closely watching this.
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Old 07-12-2006, 10:44 PM   #54 (permalink)
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Default well it all works...

Ok like the sys but when i got to the playtesting point my char is not shooting at all anymore?????

no matter which arrows i use this is kinda disturbing
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Old 07-12-2006, 10:55 PM   #55 (permalink)
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Default Ok..

Quivers are broaken they dont show up in 3d wich means instead of modding the already there code you did something fun and custom... also did you take juka bows into account? or spellcrafting code those might be some of the reasons i cannot shoot. Funny when i double click ettins with my oner accesslevel player the ettins now run away from me there is something majorly incompatable with this script i think.

If you have any insight let me know pleas
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Old 07-12-2006, 11:08 PM   #56 (permalink)
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Quivers are broaken they dont show up in 3d wich means instead of modding the already there code you did something fun and custom... also did you take juka bows into account? or spellcrafting code those might be some of the reasons i cannot shoot. Funny when i double click ettins with my oner accesslevel player the ettins now run away from me there is something majorly incompatable with this script i think.

If you have any insight let me know pleas
The slow firing of ammo hasn't been resolved yet.

And... I don't use 3D so why would I test it? There are many things that don't work in 3D including a hue, so why use it? EA Games has done a craptastic job with that client.
Code:
public class JukaBow : Bow
....And why would I mode a JukaBow that uses Bow as a parent class?

...And my bows have nothing to do with clicking on Ettins. Check an AI that you might have edited.

...Or don't use this system.

I will work on this when I get done with my current project, or when I get a day off which won't be for another 3 days. Then I go back for another 6.
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Old 07-12-2006, 11:22 PM   #57 (permalink)
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Default Juka bow

the bow cannot change to a type of arrow at all it give the message it has already been modified.

I have 3d user and like the 3d client if some you work with whats there it can run smoothly for both users... Also noticed that yes i am firing something at 100dex it took forever to even hit the ettins i find it funny because i have played on a server that had arrows close to this that work for both clients the hues on the arrows show up fin in 3d but the elvan quiver shows up as black on the paper doll... also the custom quiver is non existent for 3d which is silly because you can hue mod quivers that are pre existing love the code but it can be friendly to both clients.
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Old 07-12-2006, 11:34 PM   #58 (permalink)
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the bow cannot change to a type of arrow at all it give the message it has already been modified.

I have 3d user and like the 3d client if some you work with whats there it can run smoothly for both users... Also noticed that yes i am firing something at 100dex it took forever to even hit the ettins i find it funny because i have played on a server that had arrows close to this that work for both clients the hues on the arrows show up fin in 3d but the elvan quiver shows up as black on the paper doll... also the custom quiver is non existent for 3d which is silly because you can hue mod quivers that are pre existing the bow cannot change to a type of arrow at all it give the message it has already been modified.

I have 3d user and like the 3d client if some you work with whats there it can run smoothly for both users... Also noticed that yes i am firing something at 100dex it took forever to even hit the ettins i find it funny because i have played on a server that had arrows close to this that work for both clients the hues on the arrows show up fin in 3d but the elvan quiver shows up as black on the paper doll... also the custom quiver is non existent for 3d which is silly because you can hue mod quivers that are pre existing love the code but it can be friendly to both clients.but it can be friendly to both clients.
If your bow can then your juka bow can. And no I will not be modifying this for 3D you can.
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Code your own. And I will goto work. Bye.
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Old 07-12-2006, 11:36 PM   #59 (permalink)
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Quote:
Originally Posted by captaincaveman
Your work is greatly appreciated. You've done an excellent job thus far. The only other thing that I don't understand is why you can't drag and drop arrows and bolts into the quivers. You can drag a bow into them, but if you try to do so with arrows they will dissapear. Thanks for the great work!
that might have to do with the quivers being scrippted for a bodylocation every quiver script i have seen so far messes up the arrows bad and they are all constatnly black on the paper doll in 3d could it be something to do with the base code of the quivers?

BTW i love this script i am going to do my best to get it working with 3d
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Old 07-12-2006, 11:49 PM   #60 (permalink)
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that might have to do with the quivers being scrippted for a bodylocation every quiver script i have seen so far messes up the arrows bad and they are all constatnly black on the paper doll in 3d could it be something to do with the base code of the quivers?

BTW i love this script i am going to do my best to get it working with 3d
If you get this working in 3D let me know and I will update the package. My job has got me by the balls right now and I have one last error to fix in CFTB then I can spring back into this project. Now....off to work I go *whistles*
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Old 07-13-2006, 06:10 AM   #61 (permalink)
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Default Juka Bow

I am not talking the juka king bow and this problem has nothing to do with 3d juka bows are non-id on drop you have to double click them then click on a gear and it adds the slayer mod to them.

with this sys it thinks your trying to id them again not change arrows.

You might want to look into it?

FYI I do love this code and am going to work danm hard to get it implemented and working
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Old 07-13-2006, 10:48 AM   #62 (permalink)
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I have no clue as to what you just said.
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Old 07-13-2006, 04:34 PM   #63 (permalink)
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the juka king bows come with no slayer listed on them, as loot you can get different gears reprsenting different monster types - when you dbl click the bow - you can them click a gear and its slayer type is set to that then

so in the juka king bow needs a an ondoubleclick override that is no slayer is selected then choose gear - if slayer allready in there then choose arrow type

or to have the targeting system look for a gear & if juka king bow also and set the slayer type then - else ignor gears

(think of the gears as the cams on a compound bow on modern bows - sets different power levels for poundage)
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Old 07-13-2006, 05:00 PM   #64 (permalink)
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Quote:
the juka king bows come with no slayer listed on them, as loot you can get different gears reprsenting different monster types - when you dbl click the bow - you can them click a gear and its slayer type is set to that then

so in the juka king bow needs a an ondoubleclick override that is no slayer is selected then choose gear - if slayer allready in there then choose arrow type

or to have the targeting system look for a gear & if juka king bow also and set the slayer type then - else ignor gears

(think of the gears as the cams on a compound bow on modern bows - sets different power levels for poundage)
Wow! That is OSI? Sounds like a good idea. I was thinking of adding bow stringers too. And event ammo options to make coding events easier.
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Old 07-13-2006, 05:17 PM   #65 (permalink)
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Default Oh lord

*taps foot waiting on the slayer cams and special bow strings*

*ponders lazer sights and bow silencers*
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Old 07-13-2006, 05:35 PM   #66 (permalink)
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Question ???

Anyone know the graphic ID# for the gears?

I think I just finished the CFTB!!!
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Old 07-13-2006, 06:12 PM   #67 (permalink)
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The Juka bows are those with no slayer on them and they are already implemented OSI style in base RunUO - see JukaBow.cs
BowOfTheJukaKing is the minor artifact and it's reptile slayer.
Gear.cs has the itemID for the gear, but the problem really isn't one. There are worse problems to be taken care of first :P
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Old 07-13-2006, 06:27 PM   #68 (permalink)
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Arrow Choices

My pick is in red
Axle with Gears 4177 (0x1051)
Axle with Gears 4178 (0x1052)
Flipable Gears 4179 (0x1053) 4180 (0x1054)
I Looked for other items that would suit the image not really anythat look good. Some where
Millstone looks like a cam but to large ID 6276
Seeker token same deal ID 6463
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Old 07-13-2006, 07:51 PM   #69 (permalink)
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Default A Gift

For your contributions to the community I wanted to give you this. I would be honored if you used it.

Gift excepted and removed
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Old 07-13-2006, 11:05 PM   #70 (permalink)
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The Juka bows are those with no slayer on them and they are already implemented OSI style in base RunUO - see JukaBow.cs
BowOfTheJukaKing is the minor artifact and it's reptile slayer.
Gear.cs has the itemID for the gear, but the problem really isn't one. There are worse problems to be taken care of first :P
We sure do lol. But once the current problems are taken care of this would be a nice project.
-------------------------------------------------------
Quote:
My pick is in red
Axle with Gears 4177 (0x1051)
Axle with Gears 4178 (0x1052)
Flipable Gears 4179 (0x1053) 4180 (0x1054)
I Looked for other items that would suit the image not really anythat look good. Some where
Millstone looks like a cam but to large ID 6276
Seeker token same deal ID 6463
I'll keep a mental note of that, and thanks for the Avatar. Excellent job!!! Mine was pretty craptastic lol.
-------------------------------------------------------
I need a web host badly. I'll prolly take some of this extra money I'm making and buy one. I don't get a day off til Saturday and have been working since Wends.
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Last edited by Lucid Nagual; 07-13-2006 at 11:08 PM.
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Old 07-14-2006, 04:56 PM   #71 (permalink)
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Exclamation Attention:

~CBaseRanged~

Here is an updated CBaseRanged.cs. It seems like this version is working proper and I need some people to test it for me. Many thanks.
Attached Files
File Type: cs CBaseRanged.cs (22.1 KB, 95 views)
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Old 07-14-2006, 05:56 PM   #72 (permalink)
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cool, adding it in tks for the update
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Old 07-15-2006, 01:16 AM   #73 (permalink)
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Talking Glorious!

Lucid my friend you have done excellent work. I spent some time to test the updated CBasedRanged script that you released. It works beautifully. On both the elven and ultimate quivers they fire arrows, bolts, and the special ammo correctly, and the lower ammo cost works great, the ammon no longer just gradually runs out without firing shots. I'm glad to see this working. Great work!
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Old 07-16-2006, 07:02 AM