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 06-24-2008, 09:50 PM   #1426 (permalink)
Forum Novice
 
Trip3033's Avatar
 
Join Date: Mar 2007
Age: 19
Posts: 129
Send a message via AIM to Trip3033
Default

this system is all unorginazed.... the scripts are everywhere and not in right sub sections. get alot of namespace already excists
Trip3033 is online now   Reply With Quote
Old 06-25-2008, 05:46 PM   #1427 (permalink)
Forum Expert
 
Erica's Avatar
 
Join Date: Jan 2005
Location: Laramie Wyoming
Age: 43
Posts: 1,255
Send a message via ICQ to Erica Send a message via AIM to Erica Send a message via MSN to Erica Send a message via Yahoo to Erica Send a message via Skype™ to Erica
Default

Quote:
Originally Posted by koluch View Post
Code:
// discord
public virtual bool CanDiscord{ get{ return true; } }
public virtual int DiscordDuration{ get{ return 20; } }
public virtual int DiscordMinDelay{ get{ return 22; } }
public virtual int DiscordMaxDelay{ get{ return 5; } }
public virtual double DiscordModifier{ get{ return 0.28; } }

// provocation
public virtual bool CanProvoke{ get{ return true; } }
public virtual int ProvokeMinDelay{ get{ return 5; } }
public virtual int ProvokeMaxDelay{ get{ return 5; } }


Discord MinDelay is 22
Discord MaxDelay is 5

Just noticed those numbers and wanted to confirm that is correct?

Thanks!

Koluch
Should look like this.

Code:
public virtual bool CanDiscord{ get{ return true; } }
public virtual int DiscordDuration{ get{ return 20; } }
public virtual int DiscordMinDelay{ get{ return 5; } }
public virtual int DiscordMaxDelay{ get{ return 22; } }
public virtual double DiscordModifier{ get{ return 0.28; } }
MinDelay 5 and MaxDelay 22
__________________

Last edited by Erica; 06-25-2008 at 05:49 PM.
Erica is online now   Reply With Quote
Old 06-26-2008, 07:17 AM   #1428 (permalink)
Forum Expert
 
koluch's Avatar
 
Join Date: Mar 2004
Location: Wisconsin
Age: 45
Posts: 766
Smile

Quote:
Originally Posted by Erica View Post
Should look like this.

Code:
public virtual bool CanDiscord{ get{ return true; } }
public virtual int DiscordDuration{ get{ return 20; } }
public virtual int DiscordMinDelay{ get{ return 5; } }
public virtual int DiscordMaxDelay{ get{ return 22; } }
public virtual double DiscordModifier{ get{ return 0.28; } }
MinDelay 5 and MaxDelay 22
:]
Yeah figured he might want to change that in his release.

Out of curiousity...Ill ask once more if anyone else is having the set armor self repair issue, i.e. It doesnt self repair on sets?

Thanks!

Koluch
__________________
Quote:
If the words are coming from someone who's opinion you value, think it over. If not, well just consider the source....
koluch is offline   Reply With Quote
Old 06-26-2008, 10:07 PM   #1429 (permalink)
Forum Expert
 
Join Date: Jan 2006
Posts: 314
Default Thanks for all the help guys!! (Not!!)

Every time I post here Mal I get no friggin help. I figured out the walls and switches myself. Just got done placing em by hand. Your Citadel CFG is messed up and also all the peerless timers are wacked. If you leave any boss area before your timers boot ya after looting (10 mins) You can leave early and it pops you back to the exit area when the timer runs out!(No matter where ya go! I posted my errors at Ericas asking and even pmed you 2 times. I'm not being a jerk or an ass but I try to respond ASAP to others when they post anywhere on the forums. I at least say/respond I don't have an answer. I try to be a part of a community and give and take equally, but very frustrated at any help here, for this script/package.
mitty is offline   Reply With Quote
Old 06-26-2008, 10:21 PM   #1430 (permalink)
Forum Expert
 
koluch's Avatar
 
Join Date: Mar 2004
Location: Wisconsin
Age: 45
Posts: 766
Smile

Quote:
Originally Posted by mitty View Post
If you leave any boss area before your timers boot ya after looting (10 mins) You can leave early and it pops you back to the exit area when the timer runs out!(No matter where ya go! I posted my errors at Ericas asking and even pmed you 2 times. I'm not being a jerk or an ass but I try to respond ASAP to others when they post anywhere on the forums. I at least say/respond I don't have an answer. I try to be a part of a community and give and take equally, but very frustrated at any help here, for this script/package.
This is a very complicated system to say the least.
I personally have not had any issues as you posted above with being popped back to the exit area after leaving, and we have done all but Prox and the Citidel may times each.(we do not have those areas spawned as of yet and open to players)

This thread is huge and lots of things are posted.
The SVN made tracking easier, but that has shut down and had to be replaced with the google link.

I'd say...go slow, hang in there.
I know everyone is working to find little issues to help Mal out on this release.
If it werent for his work....well we would stil have ....wait, that wasnt completed either..ok AOS then :]

Koluch :]
__________________
Quote:
If the words are coming from someone who's opinion you value, think it over. If not, well just consider the source....
koluch is offline   Reply With Quote
Old 07-02-2008, 01:59 PM   #1431 (permalink)
Forum Expert
 
Join Date: Dec 2005
Posts: 272
Default

As of SVN 300 the interface ICommodity (defined in CommodityDeed.cs) is expanded to contain an additional member: 'int DescriptionNumber{ get; }';as a result the last ML SVN (10) wont compile because Switch.cs does not completely adheres to that interface.

I added the line in red to remedy this:

Code:
using System;

namespace Server.Items
{
	public class Switch : Item, ICommodity
	{
		public override int LabelNumber{ get{ return 1073464; } } // Switch
		
		string ICommodity.Description
		{
			get
			{
				return String.Format( "{0} switch", Amount );
			}
		}

		int ICommodity.DescriptionNumber { get { return LabelNumber; } }
		
		[Constructable]
		public Switch() : this( 1 )
		{
		}
	
		[Constructable]
		public Switch( int amount ) : base( 0x2F5F )
		{
			Weight = 1;
			Stackable = true;
			Amount = amount;
		}

		public Switch( Serial serial ) : base( serial )
		{
		}

		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );
			
			writer.Write( (int) 0 ); // version
		}

		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );
			
			int version = reader.ReadInt();
		}
	}
}
Furthermore, the included (in Distro) container.cs does not include a 'commented out' block in the deserialize function while the installation instruction still require that the block should be un-commented directly after the first start and shutdown (with save).
Melchior is offline   Reply With Quote
Old 07-03-2008, 01:41 AM   #1432 (permalink)
Newbie
 
Join Date: Apr 2007
Posts: 38
Default

im sorry, i posted something back in the 30 pages, i stopped for a while
where is the DL for the ML pack, i remember you had something different. but i really need the mondains package, i've been trying to get it since i got SVN.
Grom09 is offline   Reply With Quote
Old 07-03-2008, 02:23 AM   #1433 (permalink)
Forum Expert
 
Join Date: Dec 2005
Posts: 272
Default

As stated on the first post on this thread, you can download ML from the google repository at:

mondains-legacy - Google Code

You will need to have a compatible SVN management package installed like TortoiseSVN to get the software.

Also, Lokai has made a simple ML installer available combined wit Nerun's release at:

[RunUO 2.0 SVN] Mondain's Legacy Simple Installs (with Nerun's Distro)
Melchior is offline   Reply With Quote
Old 07-03-2008, 03:36 AM   #1434 (permalink)
Forum Expert
 
Join Date: Dec 2005
Posts: 272
Default

@ koluch:

Are you still looking into that self repair issue on armor sets? As i see it, it is caused by the discrepancies that are introduced due to the current expansion. Some pieces of software require AOS to be true (to get paragons p.e.) othes require ML (like treasures of tokuno); it seems that the current expansion types are mutually exclusive while is some cases both should be true. Possible solution is to change basearmor.cs and let the repair be done: 'if OAS or ML' instead of just 'if AOS'.

Added:

Seems to be more to it: When i checked, m_AosArmorAttributes.SelfRepair was zero when it was supposed to be three. Somehow the values of SetArmorAttribute dont seem to propagate properly, so i must look a bit further.

Last edited by Melchior; 07-03-2008 at 06:51 AM. Reason: Not properly checked
Melchior is offline   Reply With Quote
Old 07-03-2008, 03:45 AM   #1435 (permalink)
Forum Expert
 
MalGanis's Avatar
 
Join Date: Dec 2005
Location: Slovenia
Age: 23
Posts: 308
Send a message via MSN to MalGanis
Default

ello every1, sorry for the delay, ive been veeery busy lately.

@mitty
First of all, did you merge Decorate.cs. Check if you have latest \Mondain's Legacy\Items\Doors\SlidingDoors.cs and \Mondain's Legacy\Items\Misc\The Citadel\Teleporters.cs and all the doors inside. (compare them with Revision 11: /trunk )

@Melchior
Thanks for the reports.

Since latest SVN (11) you need Abilities for Mondain's Legacy or [RunUO 2.0] Closer to OSI ML weapon abilities
__________________
A lawyer with a briefcase can steal more than a thousand men with guns.


Do NOT PM me asking if I will script for your shard or send you files or anything else along those lines.
MalGanis is offline   Reply With Quote
Old 07-03-2008, 09:31 PM   #1436 (permalink)
Forum Expert
 
Join Date: Jan 2006
Posts: 314
Default TY Mal

I figured it out and added them all manually. Sorry for venting but I had players freaking and couldnt figure it out. So I put nose to grindstone just added manually. This is a great package and thanks again for coming up with it. (Only human I am).
mitty is offline   Reply With Quote
Old 07-03-2008, 10:15 PM   #1437 (permalink)
Newbie
 
Join Date: Apr 2007
Posts: 38
Default

ok, when i put the simple installation for ML.
almost everything has the ! red mark for what was changed. and i get this
Errors:
+ Items/Containers/LockableContainer.cs:
CS0246: Line 8: The type or namespace name 'IShipwreckedItem' could not be f
ound (are you missing a using directive or an assembly reference?)

maybe i did it wrong.
becauase i had tortoise when i got SVN. and i had to rename the server.exe or something so it could work.
Grom09 is offline   Reply With Quote
Old 07-04-2008, 05:49 AM   #1438 (permalink)
Forum Expert
 
MalGanis's Avatar
 
Join Date: Dec 2005
Location: Slovenia
Age: 23
Posts: 308
Send a message via MSN to MalGanis
Default

Check in if you have latest RunUO SVN of Items\Skill Items\Fishing\Misc\ShipwreckedItem.cs
__________________
A lawyer with a briefcase can steal more than a thousand men with guns.


Do NOT PM me asking if I will script for your shard or send you files or anything else along those lines.
MalGanis is offline   Reply With Quote
Old 07-04-2008, 07:08 AM   #1439 (permalink)
Forum Expert
 
Join Date: Dec 2005
Posts: 272
Default Set Armor

@MalGanis:

It seems that the mapping of AosAttributes is working, but the mapping of AosArmorAttributes is not. I don't really know how this should be implemented, or if there are specific OSI rules to comply to when implementing armor sets. Should it be possible to set self repair on a part of a set, and be able to set a full set self repair bonus? (AosArmorAttributes.SelfRepair = 1 and SetArmoAttributes.SelfRepair = 5). This won't work in the current implementation; doesn't show properly on the property list and is also not functioning.
Melchior is offline   Reply With Quote
Old 07-04-2008, 01:03 PM   #1440 (permalink)
Forum Expert
 
MalGanis's Avatar
 
Join Date: Dec 2005
Location: Slovenia
Age: 23
Posts: 308
Send a message via MSN to MalGanis
Default

I know that you can't have both aos and set properties because theres no duplicate clilocs to display both.
__________________
A lawyer with a briefcase can steal more than a thousand men with guns.


Do NOT PM me asking if I will script for your shard or send you files or anything else along those lines.
MalGanis is offline   Reply With Quote
Old 07-04-2008, 04:10 PM   #1441 (permalink)
Forum Expert
 
Join Date: Dec 2005
Posts: 272
Default

@MalGanis:

Thanks for your reply. It is as I expected, though I still don't understand the interoperatabilty between AOS and ML: Is it mutually exclusive? That would mean that a lot of functionality would disappear when AOS needs to be disabled because ML is enabled? Anyway, still trying to find a solutions for the self repair on armor sets I tried the following:

OnHit extract taken from BaseArmor.cs SVN 11:

Code:
		public virtual int OnHit( BaseWeapon weapon, int damageTaken )
		{
			// Console.WriteLine("m_SetArmorAttributes " + m_SetArmorAttributes.SelfRepair.ToString() + " " + this.LabelNumber.ToString());

			double HalfAr = ArmorRating / 2.0;
			int Absorbed = (int)(HalfAr + HalfAr*Utility.RandomDouble());

			damageTaken -= Absorbed;
			if ( damageTaken < 0 ) 
				damageTaken = 0;

			if ( Absorbed < 2 )
				Absorbed = 2;


			if ( 25 > Utility.Random( 100 ) ) // 25% chance to lower durability, or to repair
			{
				if ( Core.AOS && m_AosArmorAttributes.SelfRepair > Utility.Random( 10 ) )
				{
					HitPoints += 2;
				}
				else
				{
					#region Mondain's Legacy
					if (( Core.ML) && (this is ISetItem))
					{
						// The hit can be on any piece of a set (this.LabelNumber identifies the specific piece (Type, not itemID))
						ISetItem item = (ISetItem) this;
						if (item.SetEquipped && (m_SetArmorAttributes.SelfRepair > Utility.Random( 10 )))
						{
							// Console.WriteLine("Repair in progress on: " + this.LabelNumber.ToString());
							HitPoints += 2;
						}
					}
					#endregion
This works for the armor sets, but because current expansion is set to Core.ML, AOS armor looses the abillity for self repair. Is this how it should be? If so, then (stated in Paragon.cs) paragon creatures are not allowed in ML?

Edit:

LOL! I found the next section in BaseWeapon.cs:

Code:
				// Mondain's Legacy Mod
				if ( Core.AOS && m_AosWeaponAttributes.SelfRepair + ( IsSetItem && m_SetEquipped ? m_SetWeaponAttributes.SelfRepair : 0 ) > Utility.Random( 10 ) )
				{
					HitPoints += 2;
				}

Bit more elegant and high school programming I guess but does the same trick.

Last edited by Melchior; 07-05-2008 at 02:46 AM. Reason: New discovery!
Melchior is offline   Reply With Quote
Old 07-04-2008, 06:50 PM   #1442 (permalink)
Forum Expert
 
Lokai's Avatar
 
Join Date: Aug 2003
Location: Bergen, NY (Rochester)
Age: 41
Posts: 1,413
Send a message via ICQ to Lokai Send a message via MSN to Lokai Send a message via Yahoo to Lokai
Default

Quote:
Originally Posted by Melchior View Post
Is this how it should be?
Probably not.

Core.AOS means Expansion >= AOS. So if Expansion is ML, then Core.AOS should be True.
Lokai is online now   Reply With Quote
Old 07-04-2008, 08:41 PM   #1443 (permalink)
Newbie
 
Join Date: Apr 2007
Posts: 38
Default

ok, i have that file, but.
somehow the error dissapeared, and 5 new ones showed up, i did SVN update. and now there are 3... this is messed up, any advice.

ok after some SVN updating files, i get these 3.. i ReallY Want the ML so i can spawn monsters and finally be done with it!

Code:
sry. now i get this
Errors:
 + Engines/Harvest/Core/HarvestDefinition.cs:
    CS0246: Line 25: The type or namespace name 'BonusHarvestResource' could not
 be found (are you missing a using directive or an assembly reference?)
    CS0246: Line 56: The type or namespace name 'BonusHarvestResource' could not
 be found (are you missing a using directive or an assembly reference?)
    CS0246: Line 134: The type or namespace name 'BonusHarvestResource' could no
t be found (are you missing a using directive or an assembly reference?)

Last edited by Grom09; 07-04-2008 at 10:28 PM.
Grom09 is offline   Reply With Quote
Old 07-05-2008, 12:34 AM   #1444 (permalink)
Forum Expert
 
Join Date: Dec 2005
Posts: 272
Default

Thanks Lokai! I finally get it. I had not seen the file ExpansionInfo.cs yet! Cleaned up my code and all is working properly. Just need to make sure that ML set armor never uses the AosAttributes and AosArmorAttributes.
Melchior is offline   Reply With Quote
Old 07-05-2008, 03:50 PM   #1445 (permalink)
Forum Expert
 
MalGanis's Avatar
 
Join Date: Dec 2005
Location: Slovenia
Age: 23
Posts: 308
Send a message via MSN to MalGanis
Default

@Grom09
Chek if you have: \Engines\Harvest\Core\BonusHarvestResource.cs
__________________
A lawyer with a briefcase can steal more than a thousand men with guns.


Do NOT PM me asking if I will script for your shard or send you files or anything else along those lines.
MalGanis is offline   Reply With Quote
Old 07-06-2008, 08:56 AM   #1446 (permalink)
Forum Expert
 
koluch's Avatar
 
Join Date: Mar 2004
Location: Wisconsin
Age: 45
Posts: 766
Red face

Quote:
Originally Posted by Melchior View Post
Thanks Lokai! I finally get it. I had not seen the file ExpansionInfo.cs yet! Cleaned up my code and all is working properly. Just need to make sure that ML set armor never uses the AosAttributes and AosArmorAttributes.
ACK!
Ok you had me...then ya lost me(not really that difficult :P ).
Usually I have a revelation at 3am or so but I guess on this Ill have to wait.

Is there a certain code that needs to be changed or implemented?
(Ill keep checking the google SVN, thanks !!!! )

Koluch ;]

**NOTE**
Just looking at the SetArmor.cs, I do not see self repair defined in that script.
I take it the self repair is called in the BaseArmor.cs, but.....but....ok lost my thought on this sorry , hehe.
__________________
Quote:
If the words are coming from someone who's opinion you value, think it over. If not, well just consider the source....

Last edited by koluch; 07-06-2008 at 09:09 AM.
koluch is offline   Reply With Quote
Old 07-06-2008, 09:08 AM   #1447 (permalink)
Forum Expert
 
Join Date: Dec 2005
Posts: 272
Default

LOL! But if you are referring to the self repair not working on armor sets, then take a look at post #1441; that's how I did it. Took me a long time to figure out how this all inter-operates. When I finally did i thoughy; how about self repair a weapon sets and looked at BaseWeapon.cs, and there if found the solution implemented by Mal! (and a lot more elegant than I did, but I'm a c# apprentice).

The same piece of code can be used for BaseArmor.cs with some small changes.My guess is that Mal simply forgot to put this bit of code in BaseArmor

Last edited by Melchior; 07-06-2008 at 09:09 AM. Reason: wrong post id
Melchior is offline   Reply With Quote
Old 07-06-2008, 09:21 AM   #1448 (permalink)
Forum Expert
 
koluch's Avatar
 
Join Date: Mar 2004
Location: Wisconsin
Age: 45
Posts: 766
Wink

Quote:
Originally Posted by Melchior View Post
LOL! But if you are referring to the self repair not working on armor sets, then take a look at post #1441; that's how I did it. Took me a long time to figure out how this all inter-operates. When I finally did i thoughy; how about self repair a weapon sets and looked at BaseWeapon.cs, and there if found the solution implemented by Mal! (and a lot more elegant than I did, but I'm a c# apprentice).

The same piece of code can be used for BaseArmor.cs with some small changes.My guess is that Mal simply forgot to put this bit of code in BaseArmor
Code:
public virtual int OnHit( BaseWeapon weapon, int damageTaken )
{
double HalfAr = ArmorRating / 2.0;
int Absorbed = (int)(HalfAr + <