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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 03-19-2008, 09:55 PM   #201 (permalink)
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Quote:
Originally Posted by Calidor View Post
This is amazing system i like very much! But i seem cant to figure out how to flip the house sign to turn east. The buy sign flips ok tho.
Quote:
Originally Posted by Greystar View Post
What I've done is change the signs actual ItemID. Otherwise I think that was something that KM was working on possibly adding but hasn't done it yet.
Quote:
Originally Posted by Calidor View Post
The ItemID trick worked to turn the sign the other way but, after the house is purchased the sign goes back to default position.
I've figure it out how to permenatly change the direction of the sign and the hanger. I dunno why Knives did not mention this (or maybe i did not find it) but there's already a fix in the original script for this problem. If you spawn a hammer ([add signhammer) you can use it on the sign and hanger when you are building, also when you dclik the hammer and click it again, you can change the functionality to swaping the sign/hanger so you can get entirely different graphics.
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Old 03-19-2008, 10:06 PM   #202 (permalink)
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Quote:
Originally Posted by Calidor View Post
I've figure it out how to permenatly change the direction of the sign and the hanger. I dunno why Knives did not mention this (or maybe i did not find it) but there's already a fix in the original script for this problem. If you spawn a hammer ([add signhammer) you can use it on the sign and hanger when you are building, also when you dclik the hammer and click it again, you can change the functionality to swaping the sign/hanger so you can get entirely different graphics.
Nice to know if I ever decide to use this again, however not likely since my playerbase is TINY and there is plenty of area near towns for houses (including the pre-AOS deeded houses).
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Old 03-19-2008, 10:07 PM   #203 (permalink)
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PLEASE, MAKE IT RC2 compatible =(
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Old 03-19-2008, 10:16 PM   #204 (permalink)
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This works just fine with RC2 and the SVN releases. The only thing you need to do is that one change. I'm still baffled as to why you are having login problems after making the necessary change to this system.

I'm using this on SVN 286 w/ ML SVN 144 without any problems whatsoever.
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Old 03-19-2008, 11:00 PM   #205 (permalink)
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what kind of changes????
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Old 03-19-2008, 11:09 PM   #206 (permalink)
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This change in GumpResponse.cs

Code:
public static void DisplayGumpResponse(NetState state, PacketReader pvSrc)
{
    int serial = pvSrc.ReadInt32();
    int typeID = pvSrc.ReadInt32();
    int buttonID = pvSrc.ReadInt32();

    // List<Gump> gumps = state.Gumps;
    List<Gump> gumps = ((List<Gump>)state.Gumps);
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Old 03-19-2008, 11:10 PM   #207 (permalink)
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Originally Posted by dotosco View Post
what kind of changes????
Your answer is in this thread.
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Old 03-19-2008, 11:35 PM   #208 (permalink)
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I´ve made this change:

// List<Gump> gumps = state.Gumps;
List<Gump> gumps = ((List<Gump>)state.Gumps);


Its seems to work, but the shard is disconecting every player (excluding staff members).... O.O
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Old 03-21-2008, 08:43 PM   #209 (permalink)
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Greetings. I seem to be having an issue when trying to demolish a rental property. We crash no matter if the house owner, the renter or a staff member tries to demolish the house or delete the house sign.

Using 2.0 RC1, with this edition and the patch also. Here is the error that keeps coming up.

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Old 03-21-2008, 08:57 PM   #210 (permalink)
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Quote:
Originally Posted by MightyHythloth View Post
Greetings. I seem to be having an issue when trying to demolish a rental property. We crash no matter if the house owner, the renter or a staff member tries to demolish the house or delete the house sign.

Using 2.0 RC1, with this edition and the patch also. Here is the error that keeps coming up.
Sorry to say, but screen shots aren't very informative. Usually when someone experiences a crash, they post the crash log file that is generated in the RunUO root folder.
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Old 03-21-2008, 09:20 PM   #211 (permalink)
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Originally Posted by Johabius View Post
Sorry to say, but screen shots aren't very informative. Usually when someone experiences a crash, they post the crash log file that is generated in the RunUO root folder.

Right.. but no crash log is generated. Console just says too much data pending and then sends a windows error message. =/
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Old 03-21-2008, 09:53 PM   #212 (permalink)
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Quote:
Originally Posted by MightyHythloth View Post
Right.. but no crash log is generated. Console just says too much data pending and then sends a windows error message. =/
Ah, my bad. I misunderstood. Hopefully someone will have some kind of solution for you.
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Old 03-25-2008, 06:53 AM   #213 (permalink)
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Eww! Your townhouse script is Superme!

btw, how to set max townhouse per account?

Big Thanks ( >_<)b
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Old 04-20-2008, 03:08 AM   #214 (permalink)
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okay either I was way too tired or just blind but I fixed the issue

Last edited by Rhionnan; 04-21-2008 at 12:09 AM. Reason: forgot the ruoversion
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Old 05-06-2008, 12:34 PM   #215 (permalink)
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Quote:
Originally Posted by MightyHythloth View Post
Greetings. I seem to be having an issue when trying to demolish a rental property. We crash no matter if the house owner, the renter or a staff member tries to demolish the house or delete the house sign.

Using 2.0 RC1, with this edition and the patch also. Here is the error that keeps coming up.
I am actually getting this same error. No crash log is generated. It is the same problem someone posted about on a previous page in this thread where a player tries to demolish a rental property or cancel their contract. It will crash the shard with no crash log and server does not restart. It spams to the property owner that the contract has been canceled and the renter that they are receiving their deposit back multiple times.

I am using the latest RunUO2.0 SVN. Anyone found a solution to this problem before I go digging around with my limited experience? :P hehe
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Old 05-06-2008, 06:03 PM   #216 (permalink)
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so I understand correct, change this line to true?

Code:
public static bool RequireRenterLicense{ get{ return true; } }
snd if so, do they get a License or is it needed to be made?
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Old 05-21-2008, 11:47 AM   #217 (permalink)
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Default Modification problem, simple fix im sure.

EDIT: Nevermind, I re-mondified the scripts without trying to remove the intown rental access, just disabled it.
Works great now :P Mabye in the future, I will try to take out the extra features.

Ok, so let me first say this house system is amazing great work!

I am modifying the code for two reasons.

- Removal of the "rental contracts" & code that goes along with it.
I dont want my players renting out parts of their houses.

- Removed the MURDERERS flag & replace with a custom "flag" I created on player accounts. Which is IntownAccess = true/false, this is updated with other code, that checks TIMESPAN and such.

anyways,
Here is my issue. I think that when I was removing all of the "rental" and "rental contract code snippets", I removed something that was needed by the main system.

Everything works fine, EXCEPT for...
- doors are inaccessable
- cannot use house commands, "I wish to lock this down" ... etc

So does anyone know if there are required functions in the addon files, that would cause this?

Last edited by Moroth; 05-21-2008 at 02:38 PM. Reason: FIXED
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Old 06-15-2008, 07:26 PM   #218 (permalink)
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Default Wonderful Script!

Would just like to say that this is a great script and I love it! Was so very easy to use that even a total newb like me can get it to work.

I have one suggestion though and if it isn't possible or if it already does it and I am just missing it...well you get the picture...anyway

is there a way to show house boundries so that people buying will know what they are getting and then after for deco purposes?


Thanks again!

Keep up the good work.
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Old 06-25-2008, 09:14 PM   #219 (permalink)
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HI guys,..

When I try to compile the townhouses system I get the following error. What have I missed?

RunUO - [www.runuo.com] Version 2.0, Build 2959.20979
Core: Running on .NET Framework Version 2.0.50727
Core: Optimizing for 2 processors
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
Errors:
+ Town Houses v2.01/TownHouseSign.cs:
CS0101: Line 10: The namespace 'Knives.TownHouses' already contains a defini
tion for 'Intu'
CS0101: Line 13: The namespace 'Knives.TownHouses' already contains a defini
tion for 'TownHouseSign'
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.

Thanks!
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Old 07-01-2008, 03:21 PM   #220 (permalink)
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Using 1.0 Runuo and i get this error. I seen you posted a different version of gump reponse so Ill try that one but for now I get this error please post suggestion on correction.



Using RunUO 1.0


Code:
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
- Error: Scripts\TestCenter\Town Houses v2.01\Misc\GumpResponse.cs: CS0234: (
line 3, column 26) The type or namespace name 'Generic' does not exist in the cl
ass or namespace 'System.Collections' (are you missing an assembly reference?)
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.


I tried removing the line and it started giving me errors about the gumps crap like the guys using 2.0 were getting. so I think its a 1.0 issue as well. Please post a fully patched version if you get a chance or Ill post a corrected version if i get mine to work.
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Old 07-04-2008, 12:03 AM   #221 (permalink)
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Quote:
Originally Posted by ceolwulf View Post
HI guys,..

When I try to compile the townhouses system I get the following error. What have I missed?

RunUO - [www.runuo.com] Version 2.0, Build 2959.20979
Core: Running on .NET Framework Version 2.0.50727
Core: Optimizing for 2 processors
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
Errors:
+ Town Houses v2.01/TownHouseSign.cs:
CS0101: Line 10: The namespace 'Knives.TownHouses' already contains a defini
tion for 'Intu'
CS0101: Line 13: The namespace 'Knives.TownHouses' already contains a defini
tion for 'TownHouseSign'
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.

Thanks!
If anybody needs to know, the solution to my problem was a copy of the townhousesign.cs file sitting in a subdirectory of the townhouses folder. I removed it and now the script works.
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Old 07-05-2008, 11:55 PM   #222 (permalink)
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Hey....having a problem when i demolish the house....or delete the sign....or anything that would normally remove the house.

It's the only one to my knowledge so....

Code:
Server Crash Report
===================

RunUO Version 2.0, Build 2357.32527
Operating System: Microsoft Windows NT 5.1.2600 Service Pack 3
.NET Framework: 2.0.50727.832
Time: 7/5/2008 10:55:09 PM
Mobiles: 4430
Items: 42691
Clients:
- Count: 1
+ 127.0.0.1: (account =xxxxx) (mobile = 0x4 'xxxxx')

Exception:
System.NullReferenceException: Object reference not set to an instance of an object.
   at Server.Map.RemoveMulti(BaseMulti m, Sector start, Sector end)
   at Server.Map.OnLeave(Item item)
   at Server.Item.Delete()
   at Server.Gumps.HouseDemolishGump.OnResponse(NetState state, RelayInfo info) in d:\RunUO Server 2.0\Scripts\Gumps\HouseDemolishGump.cs:line 118
   at Server.Network.PacketHandlers.DisplayGumpResponse(NetState state, PacketReader pvSrc)
   at Server.Network.MessagePump.HandleReceive(NetState ns)
   at Server.Network.MessagePump.Slice()
   at Server.Core.Main(String[] args)
EDIT: Ill leave this up, but i did find another post in here with a smiliar problem, and i managed to get it working after trying what he did.
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Old 08-26-2008, 04:30 AM   #223 (permalink)
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I have a problem that was asked in this thread, but never given a permanent fix...

I rent a section/whole house...and upon revoking the contract....spams and then finally crashes...never generates a crash log.

anyone else ever find a fix for this?
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Old 09-21-2008, 10:54 AM   #224 (permalink)
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could someone plz tell me, how to make this .01-file work? i really don't know, what to do with it. i placed it in a custom-directory and started run-uo. but it won't do anything.

okay... i found out, what went wrong. it would be helpful to have a note, that this townhouses.01-file should be renamed in .zip

but now... the old bug:
// List<Gump> gumps = state.Gumps;
List<Gump> gumps = ((List<Gump>)state.Gumps);

but:
Errors:
+ custom/aus dem netz/Town Houses v2.01/Misc/GumpResponse.cs:
CS0246: Line 29: The type or namespace name 'List' could not be found (are y
ou missing a using directive or an assembly reference?)
CS0246: Line 29: The type or namespace name 'List' could not be found (are y
ou missing a using directive or an assembly reference?)
CS0021: Line 33: Cannot apply indexing with [] to an expression of type 'Lis
t<Server.Gumps.Gump>'
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.

i tried both runuo 1.0 final and 2.0
both came up with the same error-message

Last edited by Thalassa; 09-21-2008 at 01:45 PM.
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Old 09-22-2008, 01:01 AM   #225 (permalink)
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I've used this on RunUO 1 Final and on RunUO2 RC2. Works fine on both:

Quote:
but now... the old bug:
// List<Gump> gumps = state.Gumps;
List<Gump> gumps = ((List<Gump>)state.Gumps);
That is only required if you run RC2. For RC1 you should use the package as posted.

To make it work on RunUO 1 you need to edit RUOVersion.cs

Code:
/*
 * The two lines following this entry specify what RunUO version you are running.
 * In order to switch to RunUO 1.0 Final, remove the '//' in front of that setting
 * and add '//' in front of '#define RunUO_2_RC1'.  Warning:  If you comment both
 * out, many commands in this system will not work.  Enjoy!
 */

#define RunUO_2_RC1
//#define RunUO_1_Final

using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.Multis;
using Server.Network;
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