Go Back   RunUO - Ultima Online Emulation > RunUO > Custom Script Releases

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.

Reply
 
Thread Tools Display Modes
Old 03-09-2007, 06:02 PM   #51 (permalink)
Forum Novice
 
Prohor Meletevich's Avatar
 
Join Date: Jan 2006
Location: Ashkelon, Israel
Age: 27
Posts: 143
Send a message via ICQ to Prohor Meletevich Send a message via Skype™ to Prohor Meletevich
Default

Quote:
Originally Posted by Rocko Wang View Post
Not sure if this issue has ever been brought up or if it was just my own issue:

I am using the TownHouse 2.0, I create a townhouse on one of the static house, then set the ban location to somewhere outside the house.

Then on a server restart, if I use the player context menu entry "leave house" (single click on myself) while I am inside the house, regardless whether I am the owner of the house or not, I will be ported to not the ban location (as it supposed to) but the top left corner inside the house region.

If I reset the ban location, as long as I do not restart server, it will port me correctly to the ban location. However, on a server restart, it will go back to the previous behavior.

Has anyone seen something like this?

Thanks,
Rocko
Cose ban location property saves only in ancestor class from custom house class, but its need to override it instead of create a new DefaultBanLocation property. It is bug in the scipt.
__________________
www.freeshard.ru - simply the best russian server
Prohor Meletevich is offline   Reply With Quote
Old 03-09-2007, 09:03 PM   #52 (permalink)
Forum Expert
 
kmwill23's Avatar
 
Join Date: Feb 2003
Location: Phoenix, Arizona
Age: 30
Posts: 1,118
Send a message via MSN to kmwill23
Default

Quote:
Originally Posted by Prohor Meletevich View Post
Cose ban location property saves only in ancestor class from custom house class, but its need to override it instead of create a new DefaultBanLocation property. It is bug in the scipt.
You are correct! I am surprised no one mentioned this bug earlier =) Now I have to look at what files I changed so I can put a patch up...
__________________
"Morality is a lonely path." - Me
kmwill23 is offline   Reply With Quote
Old 03-12-2007, 02:13 PM   #53 (permalink)
Newbie
 
Join Date: Oct 2004
Age: 26
Posts: 49
Default

Got a smaller issue to report.

Perhaps this is only for large production shards, but:

When a players rent's a home or demolishes, the shard suffers a small .5 sec lagspike.
(tested many times on a shard with 500players online, but we got really powerful hardware which supposedly reduces the spike time)


Feature's I'd love to see (for 1.0 and 2.0 version):

First: Ability for the Staff to decide if the house is ONLY Private or ONLY Public or Default (player can decide then as with a normal house)
Why? because if we setup homes for young players in towns they won't stop using them because they can make them public
and run the most perfect vendor shop. Also because it would be nice being able to create some homes that are public ONLY, so strangers
don't flag grey inside them and vice versa it'd be nice to setup some that are not allowed going public, so they are only useful for storage.

Second: Ability for staff to disallow trading of the house (as the normal house sign menu allows players to trade the building away to another)

Finaly, this is a question:
If you set the home to only be allowed rented by youngs, does it take into consideration once the owner character is no longer young and kick him/her?

Thanks for reading



/

Last edited by DevXLX; 03-12-2007 at 03:07 PM.
DevXLX is offline   Reply With Quote
Old 03-12-2007, 03:41 PM   #54 (permalink)
Forum Novice
 
Twilightal's Avatar
 
Join Date: Jan 2007
Location: Florida
Age: 21
Posts: 132
Send a message via MSN to Twilightal
Default

problem aboutt his si when some house signs are deleted it crashes the shard...
__________________
Twilightal is offline   Reply With Quote
Old 03-12-2007, 06:43 PM   #55 (permalink)
Forum Expert
 
kmwill23's Avatar
 
Join Date: Feb 2003
Location: Phoenix, Arizona
Age: 30
Posts: 1,118
Send a message via MSN to kmwill23
Default

Quote:
Originally Posted by DevXLX View Post
Got a smaller issue to report.

Perhaps this is only for large production shards, but:

When a players rent's a home or demolishes, the shard suffers a small .5 sec lagspike.
(tested many times on a shard with 500players online, but we got really powerful hardware which supposedly reduces the spike time)


Feature's I'd love to see (for 1.0 and 2.0 version):

First: Ability for the Staff to decide if the house is ONLY Private or ONLY Public or Default (player can decide then as with a normal house)
Why? because if we setup homes for young players in towns they won't stop using them because they can make them public
and run the most perfect vendor shop. Also because it would be nice being able to create some homes that are public ONLY, so strangers
don't flag grey inside them and vice versa it'd be nice to setup some that are not allowed going public, so they are only useful for storage.

Second: Ability for staff to disallow trading of the house (as the normal house sign menu allows players to trade the building away to another)

Finaly, this is a question:
If you set the home to only be allowed rented by youngs, does it take into consideration once the owner character is no longer young and kick him/her?

Thanks for reading

/
Nice ideas! I will also look at the lag spike. I imagine it is the moving of items to the player's bank.

Finally, the system does check young status every server save =)

It's nice to see a report from a larger shard. Your ideas will really help stablize and expand the system =)
__________________
"Morality is a lonely path." - Me
kmwill23 is offline   Reply With Quote
Old 03-12-2007, 06:49 PM   #56 (permalink)
Forum Expert
 
kmwill23's Avatar
 
Join Date: Feb 2003
Location: Phoenix, Arizona
Age: 30
Posts: 1,118
Send a message via MSN to kmwill23
Default

Quote:
Originally Posted by Twilightal View Post
problem aboutt his si when some house signs are deleted it crashes the shard...
This crash is a RunUO bug, and has been fixed in the SVN. It does suck, no doubt. It's also fairly unpredictable. Sometimes homes delete without any problems.
__________________
"Morality is a lonely path." - Me
kmwill23 is offline   Reply With Quote
Old 03-12-2007, 08:04 PM   #57 (permalink)
Forum Expert
 
kmwill23's Avatar
 
Join Date: Feb 2003
Location: Phoenix, Arizona
Age: 30
Posts: 1,118
Send a message via MSN to kmwill23
Default

I've decided there are enough ideas now to warrent a 2.01 =) I will begin work on it April 1st!
__________________
"Morality is a lonely path." - Me
kmwill23 is offline   Reply With Quote
Old 03-12-2007, 08:29 PM   #58 (permalink)
Forum Expert
 
Join Date: Sep 2005
Location: UK
Age: 29
Posts: 781
Default

i cant wait kmwill23 great work, i am alway trying to think of somthing to add to your townhouses. and one day i hope to do so. all the best
__________________
*+ MW Admin Naturescorpse +*
WonderlandADnc is offline   Reply With Quote
Old 03-12-2007, 10:03 PM   #59 (permalink)
Newbie
 
Join Date: Oct 2004
Age: 26
Posts: 49
Default

Quote:
Originally Posted by kmwill23 View Post
Nice ideas! I will also look at the lag spike. I imagine it is the moving of items to the player's bank.

Finally, the system does check young status every server save =)

It's nice to see a report from a larger shard. Your ideas will really help stablize and expand the system =)
Thanks, I very much appreciate the swift reply!

I just want to add that the spike occurs when renting or purchasing the house, the second you accept the sign conditions (click ok), the spike happends.
Same with demolish, the second you click ok to the demolish, a spike occurs.

It's not long, usually 0.5 seconds - but on large shards if you create many of these homes it can be a problem.

Also, I want to applaud that you support this script for 1.0.
Many contributors have completely forgotten that 1.0 is still latest RunUO release that is adviced for production servers and 2.0 is specificly not adviced.

So on behalf of all the online 1.0 base shards, I applaud your efforts to service both sides of the community.

/
DevXLX is offline   Reply With Quote
Old 03-17-2007, 07:42 AM   #60 (permalink)
Forum Novice
 
qwerty84's Avatar
 
Join Date: Apr 2006
Location: Abbiategrasso, Italy
Age: 23
Posts: 133
Send a message via ICQ to qwerty84 Send a message via MSN to qwerty84
Default

How I can modify the cost calculator?
My purpose is the increasing of my cost to 5k per title
qwerty84 is offline   Reply With Quote
Old 03-17-2007, 10:34 AM   #61 (permalink)
Forum Expert
 
kmwill23's Avatar
 
Join Date: Feb 2003
Location: Phoenix, Arizona
Age: 30
Posts: 1,118
Send a message via MSN to kmwill23
Default

Open up TownHouses/Misc/General.cs, and right near the top you'll find exactly what you are looking for =)
__________________
"Morality is a lonely path." - Me
kmwill23 is offline   Reply With Quote
Old 03-17-2007, 04:55 PM   #62 (permalink)
Forum Novice
 
qwerty84's Avatar
 
Join Date: Apr 2006
Location: Abbiategrasso, Italy
Age: 23
Posts: 133
Send a message via ICQ to qwerty84 Send a message via MSN to qwerty84
Default

Thank you for the information I would require new information how I can disable the push button for the distruction
qwerty84 is offline   Reply With Quote
Old 03-17-2007, 08:27 PM   #63 (permalink)
Forum Novice
 
Join Date: Sep 2006
Posts: 100
Send a message via AIM to zartanian
Default

Is it possible to have the player sign a lease?
Is it possible to have a player sign a lease on a rental agreement?

Owning a home in the middle of Brit is great, but has to come with a price. I want to be able to increase the players rent when his lease is up for renewal (based on the age of the account). The older the account the higher the rent would be. I basically want the homes rented by new players to give them a better understanding of the game (but still giving the vet the option to keep his home at a higher cost) while own a home they normally could not. I considered doing it via a skill point system but that always leaves room for an exploit.

Any advice would be great!
__________________
New Kid on the block looking for help at times and helping when I can

Last edited by zartanian; 03-22-2007 at 11:58 AM. Reason: Resolved problem
zartanian is offline   Reply With Quote
Old 03-29-2007, 12:00 PM   #64 (permalink)
Newbie
 
Join Date: Jan 2006
Posts: 44
Default

What I'd like to see is the ability to make some houses customizable. Preferably as an option in the setup.

The reason I would like this is because I was considering making it so I could hide townhouses in forest clearings that won't normally allow a house, and allow players to just keep it a clearing and lock down their items, OR build their own house within the clearing.

Of course, custom houses would have to lock themselves between 3 and 4 floor levels instead of allowing it to be assigned to anything. (otherwise you'd probably have to modify the house builder)


--EDIT--

Another thing I just thought of... you might want to make it not delete statics that have the Wall flag... There was a building in Haven I turned into a house, that didn't have a piece of wall as part of the map file, and when someone bought it without the items in it, the wall vanished.

--another edit--

Maybe include statics with the surface flag, so it doesn't delete floors, but I think this would leave a lot of extra pieces because I believe the surface flag is what makes things not highlight when you mouse-over them.

The only way to guarantee no walls or floors are deleted, and everything else is, would be to compile a list of floor and wall itemid's to exclude from the items list. That'd be a pain in the butt.
__________________
Quote:
Originally Posted by RunUO 2.0 - BaseRunicTool.cs - Ln 68
// Behold, the worst system ever!

Last edited by iwantmypot; 03-29-2007 at 04:39 PM.
iwantmypot is offline   Reply With Quote
Old 03-30-2007, 01:11 AM   #65 (permalink)
Forum Expert
 
kmwill23's Avatar
 
Join Date: Feb 2003
Location: Phoenix, Arizona
Age: 30
Posts: 1,118
Send a message via MSN to kmwill23
Default

Quote:
Originally Posted by iwantmypot View Post
What I'd like to see is the ability to make some houses customizable. Preferably as an option in the setup.

The reason I would like this is because I was considering making it so I could hide townhouses in forest clearings that won't normally allow a house, and allow players to just keep it a clearing and lock down their items, OR build their own house within the clearing.

Of course, custom houses would have to lock themselves between 3 and 4 floor levels instead of allowing it to be assigned to anything. (otherwise you'd probably have to modify the house builder)


--EDIT--

Another thing I just thought of... you might want to make it not delete statics that have the Wall flag... There was a building in Haven I turned into a house, that didn't have a piece of wall as part of the map file, and when someone bought it without the items in it, the wall vanished.

--another edit--

Maybe include statics with the surface flag, so it doesn't delete floors, but I think this would leave a lot of extra pieces because I believe the surface flag is what makes things not highlight when you mouse-over them.

The only way to guarantee no walls or floors are deleted, and everything else is, would be to compile a list of floor and wall itemid's to exclude from the items list. That'd be a pain in the butt.
Unfortunately, the kind of customizing you are looking for can't be done with the system as it currently is. Even then, adding new items to the house would be tricky, and removing them even trickier. I've actually tried both of these =) You would also never be able to remove map statics, which is one thing many players really want.

You are right, excluding specific items from deletion on buying a home is tedious, and not really worth the effort. There also may be cases where a shard may not want to exclude walls and surfaces from this. In your specific case, I recommend selecting the option not to delete anything, and not to give the items to the player.
__________________
"Morality is a lonely path." - Me
kmwill23 is offline   Reply With Quote
Old 03-30-2007, 01:12 AM   #66 (permalink)
Forum Expert
 
kmwill23's Avatar
 
Join Date: Feb 2003
Location: Phoenix, Arizona
Age: 30
Posts: 1,118
Send a message via MSN to kmwill23
Default

Quote:
Originally Posted by zartanian View Post
Is it possible to have the player sign a lease?
Is it possible to have a player sign a lease on a rental agreement?

Owning a home in the middle of Brit is great, but has to come with a price. I want to be able to increase the players rent when his lease is up for renewal (based on the age of the account). The older the account the higher the rent would be. I basically want the homes rented by new players to give them a better understanding of the game (but still giving the vet the option to keep his home at a higher cost) while own a home they normally could not. I considered doing it via a skill point system but that always leaves room for an exploit.

Any advice would be great!
Expanding on the current rental system may not be a bad idea =)
__________________
"Morality is a lonely path." - Me
kmwill23 is offline   Reply With Quote
Old 03-30-2007, 11:34 AM   #67 (permalink)
Newbie
 
Join Date: Nov 2004
Posts: 53
Default

I did notice something you might want to add in.

Neither staff or players can place a vendor rental contract in a townhouse.
Grimklash is offline   Reply With Quote
Old 03-31-2007, 01:14 AM   #68 (permalink)
Forum Expert
 
kmwill23's Avatar
 
Join Date: Feb 2003
Location: Phoenix, Arizona
Age: 30
Posts: 1,118
Send a message via MSN to kmwill23
Default

We place vendor contracts in town houses all the time. I think it might have a blind Owner check, which may discount staff. Check the owner of the home.
__________________
"Morality is a lonely path." - Me
kmwill23 is offline   Reply With Quote
Old 04-03-2007, 12:05 AM   #69 (permalink)
Forum Expert
 
kmwill23's Avatar
 
Join Date: Feb 2003
Location: Phoenix, Arizona
Age: 30
Posts: 1,118
Send a message via MSN to kmwill23
Default

April 2nd! As promised, I have started updating to version 2.01!

Here's my plans for this update:

- Forced Private, Public options
- No Trading option
- Expanded [TownHouses menu, including a listing for regular houses
-- Normal houses are always difficult to get a [props on, so I will add props buttons, goto buttons, and displaying who the owner is.

And more ideas from everyone in this direction? Or other directions! I know there was a suggestion for a rental system expansion, but that is a major effort better left to its own update. Also requires quite a bit of design work =) So not this update!

~

Addition:

I am also curious on your thoughts about possibly expanding the TownHouses project into the realm of regular homes. Examples: You can rent parts of homes currently; I will be adding regular home searches and lists; I can impose rules on regular homes, like preventing trading, forcing private or public.

Of course I'd need more ideas to pull something like this off. What would you find useful in having more control over regular home features like this?
__________________
"Morality is a lonely path." - Me

Last edited by kmwill23; 04-03-2007 at 01:22 AM.
kmwill23 is offline   Reply With Quote
Old 04-04-2007, 12:37 PM   #70 (permalink)
Forum Novice
 
Join Date: Sep 2006
Posts: 100
Send a message via AIM to zartanian
Default New Feature?

I think the system so far is awesome and love the ability to rent homes inside towns.

One feature I would love to see is a lease agreement. When the lease expires it will automatically increase at a predetermined percentage. Player must agree to the increased rent (within a set time) or be evicted/moved to the bank and have the house returned to the market.
__________________
New Kid on the block looking for help at times and helping when I can
zartanian is offline   Reply With Quote
Old 04-09-2007, 07:15 PM   #71 (permalink)
Forum Expert
 
Join Date: May 2004
Age: 29
Posts: 358
Default

Im having a weird message appear in the server window when my GM makes a room rentable. each time he has done it now it spams a pair of 1s in the server window.
Code:
RunUO - [www.runuo.com] Version 2.0, Build 2357.32527
Core: Running on .NET Framework Version 2.0.50727
...
Client: 75.126.37.2: Connected. [2 Online]
Client: 75.126.37.2: Disconnected. [1 Online]
1
1
1
1
1
1
1
1
1
1
any ideas what causes this? Ive had this problem before but have never been able to figure out what exactly was causing it.
__________________
My Shard:Avatar's Kingdom

Shard Forums: Avatar's Kingdom Forums
MetallicSomber is offline   Reply With Quote
Old 04-10-2007, 03:29 AM   #72 (permalink)
Forum Expert
 
kmwill23's Avatar
 
Join Date: Feb 2003
Location: Phoenix, Arizona
Age: 30
Posts: 1,118
Send a message via MSN to kmwill23
Default

Quote:
Originally Posted by MetallicSomber View Post
Im having a weird message appear in the server window when my GM makes a room rentable. each time he has done it now it spams a pair of 1s in the server window.
Code:
RunUO - [www.runuo.com] Version 2.0, Build 2357.32527
Core: Running on .NET Framework Version 2.0.50727
...
Client: 75.126.37.2: Connected. [2 Online]
Client: 75.126.37.2: Disconnected. [1 Online]
1
1
1
1
1
1
1
1
1
1
any ideas what causes this? Ive had this problem before but have never been able to figure out what exactly was causing it.
I am almost 100% certain that is not TownHouses. I have looked through all the scripts, and all the Console calls are accounted for. You are running 2.0?
__________________
"Morality is a lonely path." - Me
kmwill23 is offline   Reply With Quote
Old 04-12-2007, 11:56 AM   #73 (permalink)
Forum Expert
 
Join Date: May 2004
Age: 29
Posts: 358
Default

Quote:
Originally Posted by kmwill23 View Post
I am almost 100% certain that is not TownHouses. I have looked through all the scripts, and all the Console calls are accounted for. You are running 2.0?
Ya 2.0 RC1. It happens everytime the GM makes a room rentable. If its not this system doing it any ideas on where to look to find an answer? so far it hasn't done any 'harm" that i can see. just wondering how to fix it of it it really is damageing in some way.

Sorry for the late reply I have had a crazy past few days.
__________________
My Shard:Avatar's Kingdom

Shard Forums: Avatar's Kingdom Forums
MetallicSomber is offline   Reply With Quote
Old 04-24-2007, 03:09 AM   #74 (permalink)
Forum Novice
 
qwerty84's Avatar
 
Join Date: Apr 2006
Location: Abbiategrasso, Italy
Age: 23
Posts: 133
Send a message via ICQ to qwerty84 Send a message via MSN to qwerty84
Default

Code:
 + Custom/System/Twon Houses/Items/TownHouse.cs:
    CS0114: Line 46: 'Knives.TownHouses.TownHouse.BaseBanLocation' hides inherited member 'Knives.TownHouses.VersionHouse.BaseBanLocation'. To make the current member override that implementation, add the override keyword. Otherwise add the new keyword.
qwerty84 is offline   Reply With Quote