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Old 08-07-2006, 01:35 PM   #1 (permalink)
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Default PlayerGovernment/CityDecor/Seige updates

Phase I Damageable Cities

Quote:
Originally Posted by Anti-Basic
Gentlemen, I think we are entering into a new era of roleplay.
This thread completely Assumes you have the 3 Systems (and 1 Addition) linked in the Thank You's below installed. If you don't come back when you do.
This thread is for the merging of the 3 systems (or more if they pop up) to become a complete Siege System.

Thanks to:
Ronin/Avelyn for the PlayerGovernmentSystem and Updates which can be found HERE (For Player run Cities)

ArteGordon for the XMLSpawner found HERE and the XMLSiegeAddon found HERE (For Sieging Cities)

Ashlar for PelopsResurection which I am rereleasing here today the original can be found HERE (for Mayors and Assistant Mayors to Decorate and Build thier Cities)

This will allow the Mayor or AssistantMayor (recently added) of a City to Decorate the City as if it was thier House, it will add to the Lockdowns of the City and can't be used if the City is at it's limit.
By default each item has 100 Siege hitpoints (can be altered...in PelopItem.cs) and if destroyed by siegedamage will remove itself from the City lockdowns.

Please also keep in mind this is the first step in a few step proccess to update the 3 systems. I figured release the Deco tool first so people have a chance to build up pretty good before they start getting leveled.

Installation:
Replace you PelopsResurection Folder (or the 3 files)
Replace CityRegion.cs in the PlayerGovernmentSystem/Regions folder
Make the 4 Edits from BaseHouse (marked well in script)

I take no credit for creating these scripts....just for making them all work as one.

Enjoy
Attached Files
File Type: rar PelopsRessurectionUpdate.rar (31.2 KB, 231 views)

Last edited by Tru; 06-29-2007 at 02:00 PM.
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Old 08-07-2006, 01:37 PM   #2 (permalink)
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Phase II City Army

First let me say this is still a work in proccess, any and all suggetions and fixes will be considered. Please post bugs so they can be fixed.

This section will assume you have Phase I installed and running, you also need to install the following script packages for Phase II:
[RunUO 2.0 SVN] Alambik's Army by Lokai Alambiks Army Updated By Lokai (basically just the AI needs installed) (there is a known bug in the AI where if you hit the Attack button then sometimes they will turn on the owner...maybe even the nearest non army mobile)

Fireable Cannon Fireable Cannons by UOT (this actually doesn't need installed, just a reference to original link copies included) (there is a known bug where it simply uses any siege ammo all as the same ammo)

Ultima VII Spell project (Updated 03rd Feb 2005) - v6.2 Ultima VII Spells by Voran (only used sleeping scripts...doesnt need installed copies included) (there is a known bug here with them waking at a previous location)

This also has a version of the original Squire script (for the life of me I dont remember the creator...But I know KillerBeez put some work into it as well) it was originally in the Subscriber Section of the forums which no longer exists, they are also now called Soldiers not Squires.

I have only added 1 new building (The Barracks) which can be used for any City. I have added 1 new Position (General) but the Mayor and Asst Mayor can set up a Barracks as well. You can start setting up Barracks at City Level 3 and can have a total of 3 (one for each position). 1 Barracks Building will hold 10 Soldiers.

Soldiers can be recruited at 1 every 24 hours upto your follower limit, you will be able to choose the Class of Soldier you want (but not Sex). Soldiers start out taking 3 control slots and as they get higher in Age (Skill level) they take less control slots untill they no longer take any control slots at Old Age.
So building an Army will take time and patience its not just something you can have right now to go tear other Cities down.
Soldiers come Bonded and are assigned a bed in the Barracks on arrival. When put into sleep mode they will sleep on thier assigned bed (YES, I know they all have the uncanny knack of sleeping at the wrong end of the bed but it works the best and takes up less space that way), you can wake individual soldiers by saying thier Name and wake up (full list of voice commands from button on the Army Control Gump).

I have also added Siege Damage to all the City Buildings (so indeed they can all be destroyed...of course thats changeable). With this update a City can now be Sieged to complete Destruction, although the actual Cannoneer Soldier and Macer Soldiers need a command to attack a postion (Building) rather that a target (Mobile)...and the Cannon needs work as it uses the same attack no matter the seige ammo.
Its probably a good idea to add Siege Damage to your Houses at this point as well (whether its in script for new houses or manually adding for existing houses). Maybe even add Siege Damage to BaseAddon as well so you get total destruction).

At this point there are only 4 Classes of Soldier: Fighter, Mage, Macer, and Cannoneer. Macer and Cannoneer are the only 2 that can/should be able to do Structure Damage.

The Barracks Cost 1000 gp per cycle, I figure whatever number this is should cover the cost of keeping an army other than equiping them.

INSTALLATION:
UnRar and drop in your Customs folder rename/remove all original files (all Player Government Files) that are in the Barracks/Edited folder, the City Structures folder simply has Siege Damage Added to them. Restart server, update each City.
Get the Files BARRACKS FILES HERE

Warning: YOU MUST DO A CITY UPDATE FOR EACH CITY AFTER INSTALLING PHASE II BEFORE A SAVE OR YOU WILL GET A CRASH ON SAVE, WHICH MEANS BAD SAVE!!

Again I take no credit for creating these scripts just making them come together and work as one!

I must Thank Again, Arte Gordon he helped immensely with some final problems which really helped me wrap this Phase up (almost). Also Jeff, Arul and Lord_Greywolf who answered other questions I had.

"It Takes A Community To Build A Community That Can Be Destroyed" -Tru

Last edited by Tru; 07-22-2007 at 12:51 PM.
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Old 08-07-2006, 01:38 PM   #3 (permalink)
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*Reserved for other future use*
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Old 08-07-2006, 04:18 PM   #4 (permalink)
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ahh nevermind, great job!
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Old 08-07-2006, 05:23 PM   #5 (permalink)
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Can you explain something?

at least how the system works.
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Old 08-07-2006, 06:01 PM   #6 (permalink)
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Quote:
Originally Posted by arfirst
Can you explain something?

at least how the system works.
This (thread) is just combining 3 Script packages to work in unison the description for each package is linked in the first post.
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Old 08-08-2006, 12:33 AM   #7 (permalink)
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Nice work Tru, glad to see you got everything working! Sounds like a sweet addition.
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Old 08-10-2006, 06:17 PM   #8 (permalink)
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I like this very much
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Old 08-11-2006, 02:00 AM   #9 (permalink)
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I like this idea too, but one problem... I posted here...

http://www.runuo.com/forums/showthre...742#post564742

Daat's uses the FS Taming system now, but the 2 playermobile.cs clash... I wanna post this here also so if anyone else has a problem, they can learn from this... I havn't figured out how to fix this yet, but I will... or someone will, heheh thanks..

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Old 08-11-2006, 09:22 PM   #10 (permalink)
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what about this last error, can you help me with it? :P

Code:
 + Customs/XmlSpawner2/XmlSpawner2.cs:
    CS0029: Line 9207: Cannot implicitly convert type 'System.Collections.ArrayL
ist' to 'System.Collections.Generic.List<Server.Tile>'
Please and thank you, and hopfully this will be last error
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Old 08-11-2006, 09:24 PM   #11 (permalink)
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Quote:
Originally Posted by VertiCody
what about this last error, can you help me with it? :P

Code:
 + Customs/XmlSpawner2/XmlSpawner2.cs:
    CS0029: Line 9207: Cannot implicitly convert type 'System.Collections.ArrayL
ist' to 'System.Collections.Generic.List<Server.Tile>'
Please and thank you, and hopfully this will be last error
XML Spawner? but I didnt edit any files in there.
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Old 08-11-2006, 09:33 PM   #12 (permalink)
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Quote:
Originally Posted by Tru
XML Spawner? but I didnt edit any files in there.
sorry. been a day day for script fixing, I can't even think where I"m posting, i'll post in script support :P
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Old 08-11-2006, 09:47 PM   #13 (permalink)
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Quote:
Originally Posted by VertiCody
sorry. been a day day for script fixing, I can't even think where I"m posting, i'll post in script support :P
Its all good...I'm just confused why youd get that error inless youve edited XMLSpawner2.cs
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Old 05-17-2007, 01:14 AM   #14 (permalink)
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Ok didnt want to hijack someone elses thread but am looking for expansion on my thoughts.

I'm going to add Alambik's Army as an addition to the PlayerGovenment/Siege Addons.

This will include:
New Position/s - General/s
New Building - Barracks

I'm thinking about Level 4 you would be able to start adding Barracks and get 1 Barracks for each level thereafter (so 3 Barracks). The Mayor, Assisstant Mayor, or upto 3 Generals would be able to place a barracks (1 each to limit).
There will be a Recruit button that comes up from the Army Controller (which is created and tied to the specific Barracks) I dont think they will use control slots probably fame level (something in the range of 1 per 1k fame = 10 soldiers per barracks if the Commander has 10k fame). When the Recruit button is active it will probably create 1 naked npc a day upto the Commander Fame/Barrack Limit and the cost of housing/feeding will be tied into maintainence so you will just have to cloth/armor/weapon them. They (Hopefully) will have a sleep mode (using the sleeping npcs) so they dont have to always be milling about (or some way to not lose them after logging out or sever restart).

Feel free to throw ideas my way this by far isnt set in stone, just seems the easyest way looking at it for now.

Also as I stated previously Id like to Add the Evil Attacks scripts as well to create NPC armies to attack towns randomly.

Last edited by Tru; 05-17-2007 at 01:18 AM.
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Old 05-19-2007, 08:09 PM   #15 (permalink)
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After you do this
Code:
Installation:
Replace you PelopsResurection Folder (or the 3 files)
Replace CityRegion.cs in the PlayerGovernmentSystem/Regions folder
Make the 4 Edits from BaseHouse (marked well in script)
Then what do you do ? I [add PelopsItem but that thing doesnt seem to do anything when clicked.
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Old 05-19-2007, 08:10 PM   #16 (permalink)
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Quote:
Originally Posted by PoolMan View Post
After you do this
Code:
Installation:
Replace you PelopsResurection Folder (or the 3 files)
Replace CityRegion.cs in the PlayerGovernmentSystem/Regions folder
Make the 4 Edits from BaseHouse (marked well in script)
Then what do you do ? I [add PelopsItem but that thing doesnt seem to do anything when clicked.
Goto the site for Pelops and read how it works.
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Old 06-27-2007, 11:10 AM   #17 (permalink)
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Have you made any more progress on this package Tru, it looks awesome.

I always thought what would be quite cool is to allow the Mayor to place blacksmiths and other shops that would spawn NPC shopkeepers inside and healers instead of using the stones. And would the town decorator effectivly allow Mayors to build walls around the cities? If not how about some wall and gate addons for the cities?

Cheers ,
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Old 06-28-2007, 09:44 AM   #18 (permalink)
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Quote:
Originally Posted by LordHogFred View Post
Have you made any more progress on this package Tru, it looks awesome.

I always thought what would be quite cool is to allow the Mayor to place blacksmiths and other shops that would spawn NPC shopkeepers inside and healers instead of using the stones. And would the town decorator effectivly allow Mayors to build walls around the cities? If not how about some wall and gate addons for the cities?

Cheers ,
I believe its done (other than the usual bug here and there) I'm actually in the process of testing.

Gonna regret this but if someone has a shard with a nice base thats already got the first part of this system in and they want to help test this part, pm me.

As for the decorator...it will create anything you copy, so yes walls can be put up (although not sure how to do working gates).

I just got back from the Gulf of Mexico so I'll be doing some testing this weekend hopefully to release next week sometime.
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Old 06-29-2007, 05:08 AM   #19 (permalink)
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Quote:
Originally Posted by Tru View Post
I believe its done (other than the usual bug here and there) I'm actually in the process of testing.

Gonna regret this but if someone has a shard with a nice base thats already got the first part of this system in and they want to help test this part, pm me.

As for the decorator...it will create anything you copy, so yes walls can be put up (although not sure how to do working gates).

I just got back from the Gulf of Mexico so I'll be doing some testing this weekend hopefully to release next week sometime.
Excellent, I would nominate my server but I've just had a massive overhaul so I'm still balancing and tetsing stuff out myself. Am really looking forward to what you've done it sound awesome .
Cheers ,
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Old 06-29-2007, 05:30 AM   #20 (permalink)
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Similarish here... I've already told you in PM how much I'm interested in this project. My WIP server meets pretty much all the requirements, *except* for the player base (it's far from published yet). Else I would love to apply as tester, it just doesn't make much sense for now.
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Old 06-30-2007, 04:44 PM   #21 (permalink)
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Phase II has been released check the second post in this thread!!
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Old 07-22-2007, 08:52 AM   #22 (permalink)
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