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Old 10-03-2006, 01:36 PM   #1 (permalink)
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Default Wyrm Pickaxe & Axe (upgrade to dragon ones)

Ok - is is a more improved tool, but i use both of them - the dragon one is easier for them to make and get

to use the Wyrm Axe you have to have a custom logging system in place
these tools should work with any OWL sysem that i have seen
and should work on 1.0 as well (with or with out minor mods)

These tools will harvest the vein of the resourse that the tool is made from - or the cap that you set - which ever is more appropreate

it does check for resourses out of range and sets to lowest or highest then based on direction - so no errors in case a gm tries to make a barbed leather pick axe - it will not try to bring out barbed leather or crash the shard - it will be called barbed leather, but will do ore still

this will not make all the ore/logs coming out of that type - it will make the vein that type - so the fall back to iron still remains in effect, but the vein itself will be of the type of resource used

and they can be for normal iron or normal logs

Thjis System is NOT pure drag and drop and simple mod - you do have to edit 2 distro files - mining.cs and lumberjacking.cs and place in the correct numbers to match your OWL system

The 2 files are drag and drop into the customs directory

now for the distro edits and where to find the numbers you need also

for mining - the part in red is added in - the blue is what was added if you also have the dragon pick axe installed (if not ingor the blue)

Code:
		public override HarvestVein MutateVein( Mobile from, Item tool, HarvestDefinition def, HarvestBank bank, object toHarvest, HarvestVein vein )
		{
			if ( tool is GargoylesPickaxe && def == m_OreAndStone )
			{
				int veinIndex = Array.IndexOf( def.Veins, vein );

				if ( veinIndex >= 0 && veinIndex < (def.Veins.Length - 1) )
					return def.Veins[veinIndex + 1];
			}

			else if ( tool is DragonPickaxe ) 
			{ 
				int veinIndex = Array.IndexOf( def.Veins, vein ); 
				return def.Veins[0];
			} 
			else if ( tool is WyrmPickaxe ) 
			{ 
				WyrmPickaxe wyrmtool = tool as WyrmPickaxe;
				int veinIndex = Array.IndexOf( def.Veins, vein ); 
				int veincolor = (int)((wyrmtool.Resource) -1);
				if (veincolor <= 0) veincolor = 0;
				if (veincolor >= 19) veincolor = 19; // set these 2 numbers to the highest vein you want used --- see below
				return def.Veins[veincolor];
			} 
			return base.MutateVein( from, tool, def, bank, toHarvest, vein );
		}
and the numbers needed are found here in mining also:

Code:
					// the number to set for mining above
					new HarvestVein( 01.0, 0.4, res[17], res[0] ),  // Mist
					new HarvestVein( 01.0, 0.4, res[18], res[0] ),  // Liquidrock
					new HarvestVein( 00.5, 0.4, res[19], res[0] ),  // Blackrock --- use this number or the highest numbe you want them to have
Now for lumberjacking - do as above for red and blue and also need to look in oreinfo also for some info too:

Code:
		public override HarvestVein MutateVein( Mobile from, Item tool, HarvestDefinition def, HarvestBank bank, object toHarvest, HarvestVein vein )
		{
			if ( tool is GargoylesAxe )
			{
				int veinIndex = Array.IndexOf( def.Veins, vein );

				if ( veinIndex >= 0 && veinIndex < (def.Veins.Length - 1) )
					return def.Veins[veinIndex + 1];
			}


			else if ( tool is DragonAxe ) 
			{ 
				int veinIndex = Array.IndexOf( def.Veins, vein ); 
				return def.Veins[0];
			} 
			else if ( tool is WyrmAxe ) 
			{ 
				WyrmAxe wyrmtool = tool as WyrmAxe;
				int veinIndex = Array.IndexOf( def.Veins, vein ); 
				int veincolor = (int)((wyrmtool.Resource) -300); // the 300 has to be set to match your log system - see below
				if (veincolor <= 0) veincolor = 0;
				if (veincolor >= 13) veincolor = 13; // set these 2 numbers to the highest vein you want used --- see below
				return def.Veins[veincolor];
			} 
			return base.MutateVein( from, tool, def, bank, toHarvest, vein );
		}
the numbers from lumberjacking.cs needed:

Code:
				// the number to set for LJ above
				new HarvestVein( 02.0, 0.2, res[11], res[0] ),	// Eucalyptus
				new HarvestVein( 02.0, 0.2, res[12], res[0] ),	// Willow
				new HarvestVein( 02.0, 0.2, res[13], res[0] ),	// Cherry --- use this number or the highest numbe you want them to have
near the tope of oreinfo.cs you should have lines simulr to below to the other number you need for it:

Code:
		RegularLog = 300, // this is the number to use for subtraction for lowest resource used based on log system used
		Pine,
		Ash,
		Mohogany,
		Yew,
		Oak,
		Maple,
remember if you have them craft the tool - the default on this one is 100 uses, but exceptional tools made get doubled - so may want to adjust the default numbe in their own files (wyrmpickaxe.cs & wyrmaxe.cs)
here:

Code:
		[Constructable]
		public WyrmPickaxe() : this( 100   )
I would make them on the hard side to craft also

again these also make great BOD rewards to spice them up (instead of just getting the same old thing)(to add them in there will mean a multi line deal to set the resource because they will not "add" right with the resource in the name - but if you know how to mod bod rewards well enough - should not be to hard )

enjoy
Attached Files
File Type: cs WyrmAxe.cs (1.6 KB, 93 views)
File Type: cs WyrmPickaxe.cs (1.6 KB, 92 views)
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Last edited by Lord_Greywolf; 10-03-2006 at 01:38 PM.
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Old 10-03-2006, 08:44 PM   #2 (permalink)
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Thanks for both these scripts they are exactly what i am looking for. Hey i tried these out and they do not work. I still mine all types of ore with them both.. :-/
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Last edited by Broadside; 10-03-2006 at 10:46 PM.
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Old 10-03-2006, 11:29 PM   #3 (permalink)
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are you using daats99 system with random ores turned on?

if so it overwrites the vein with each hit, need to set it to not be random

there is a script mod in the archives that tells how to randomize the ore/logs on each new startup
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Old 10-04-2006, 12:11 AM   #4 (permalink)
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That was the problem....I can't give you more karma :-P Thanks so much.
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Old 10-04-2006, 11:35 AM   #5 (permalink)
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the random ore/logs also messes up prospectors tools and such also because it randomizes the vein each strike
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Old 10-09-2006, 01:55 AM   #6 (permalink)
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Default ok...

Ok, I still can't get this to work...I *think* i found the old post on how to randomize....but not sue. I still dont get it, acn you help me? (Yes, I'm using Daat 99)
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Old 10-11-2006, 07:30 PM   #7 (permalink)
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Yes i have done the same on disabling it and thought it worked but was bad test i guess.... I disabled the Daat Mining but still get what the vien originally should have. There must be another edit somewhere i think?? Not sure.
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Old 10-11-2006, 09:52 PM   #8 (permalink)
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since i do not use datts system - i am not sure where that would be at then
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Old 10-11-2006, 10:36 PM   #9 (permalink)
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Hrmm so perhaps even at disabling he has it set to something different than normal. I will read through mining.cs see if i can find anything. Thank you for your help.
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Old 10-14-2006, 04:18 PM   #10 (permalink)
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Default Broadside....

did you find out how to fix yours yet? I still cant mine to randomize.
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Old 10-14-2006, 05:35 PM   #11 (permalink)
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Quote:
Originally Posted by Gaea
did you find out how to fix yours yet? I still cant mine to randomize.
No.. Its mining random ores now but i cannot get this to work. When i get it i will let ya know but i been workin on other stuff at the moment..
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Old 11-26-2006, 02:27 AM   #12 (permalink)
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Just wanted to let ya know this will not work with latest release of RunUO RC1 It only works with the svn. May want to change somehow in title so no one goes through same problems. I had it right just would not work till i ran a new svn
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Old 11-26-2006, 02:45 AM   #13 (permalink)
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it was designed and working in RC1 - that is what i designed it in - i did not start using the svn's until 103 - and that was long after i made this up

might be something with datt's system needing the svn to work with it though
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