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Old 07-21-2008, 01:30 AM   #1476 (permalink)
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Hi. when i load the server i get 1 error.
Mondain,s Legacy/Items/Character Statue Maker/CharacterStatue.cs
CS0115: Line 175: 'Sever.Mobiles.CharacterStatue.OnRequestedAnimatio n(Server.Mobile)': no
suitable method found to override

I have went thru every page and seen this problem a few time but it seems like everyone ignored it. Did i miss somthing or is there a fix. plz let me know. thanks
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Old 07-21-2008, 03:01 AM   #1477 (permalink)
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what's version do you use?
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Old 07-21-2008, 05:09 AM   #1478 (permalink)
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It seems like you did nor merge the (Core) file Mobile.cs properly:

Fragment from Mobile.cs:

Code:
		public void SendEverything()
		{
			NetState ns = m_NetState;

			if( m_Map != null && ns != null )
			{
				IPooledEnumerable eable = m_Map.GetObjectsInRange( m_Location, Core.GlobalMaxUpdateRange );

				foreach( object o in eable )
				{
					if( o is Item )
					{
						Item item = (Item)o;

						if( CanSee( item ) && In

Range( item.Location, item.GetUpdateRange( this ) ) )
							item.SendInfoTo( ns );
					}
					else if( o is Mobile )
					{
						Mobile m = (Mobile)o;

						if( CanSee( m ) && Utility.InUpdateRange( m_Location, m.m_Location ) )
						{
							ns.Send( new MobileIncoming( this, m ) );
							
							#region Mondain's Legacy
							m.OnRequestedAnimation( this );
							#endregion
							
							if( m.IsDeadBondedPet )
								ns.Send( new BondedStatus( 0, m.m_Serial, 1 ) );

							if( ObjectPropertyList.Enabled )
							{
								ns.Send( m.OPLPacket );

								//foreach ( Item item in m.m_Items )
								//	ns.Send( item.OPLPacket );
							}
						}
					}
				}

				eable.Free();
			}
		}
Btw, in your post there is a space:

Quote:
Mondain,s Legacy/Items/Character Statue Maker/CharacterStatue.cs
CS0115: Line 175: 'Sever.Mobiles.CharacterStatue.OnRequestedAnimatio n(Server.Mobile)': no
suitable method found to override
in OnRequestedAnimatio n; Did this happen pasting it?
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Old 07-22-2008, 05:53 AM   #1479 (permalink)
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Default how to setup a spawn of Revenants ?

I installed this and activated the ML via SettingML and DecorateML.

Now I try to set up a new spawnpoint that spawns revenants...
I can put them into the spawner .. no error comes up but there newer spawns one.

Can anyone tell me the way to spawn those guys ?

thx
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Old 07-22-2008, 06:28 AM   #1480 (permalink)
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Can't be a big problem! Did you also install Nerun's distro? What spawner are you using? Where are you trying to spawn them?
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Old 07-22-2008, 06:36 AM   #1481 (permalink)
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Quote:
Originally Posted by Melchior View Post
Can't be a big problem! Did you also install Nerun's distro? What spawner are you using? Where are you trying to spawn them?
I used the Nerons Destru and I think it is called PremiumSpawnerSystem.
I try to add it to a spawner in the Cove where usually spawn the cuSidth..
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Old 07-22-2008, 06:47 AM   #1482 (permalink)
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Do you mean Twisted Weald? When you add it to the spawner, do you click the 'Total Respawn' button?
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Old 07-22-2008, 06:50 AM   #1483 (permalink)
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Quote:
Originally Posted by Melchior View Post
Do you mean Twisted Weald? When you add it to the spawner, do you click the 'Total Respawn' button?
Yes that is the location ...
and yes I pressed the button

I added an extra deer to the spawner .. and the deer is spawned .. but not the Rev...

Is there any chance that this thing can only be casted by an other monster ?
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Old 07-22-2008, 06:58 AM   #1484 (permalink)
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LOL! My mistake! I somehow read it as 'Revenantlion'. As to the Revenant, it is indeed a summons. Sorry, should read the posts better.
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Old 07-22-2008, 07:03 AM   #1485 (permalink)
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Quote:
Originally Posted by Melchior View Post
LOL! My mistake! I somehow read it as 'Revenantlion'. As to the Revenant, it is indeed a summons. Sorry, should read the posts better.
any idea how I can set up an area where Revenants are around ..

So far the only way I can imagine is to spawn something that cast nego .. but how can I force it to just use this spell

Last edited by rana70; 07-22-2008 at 07:15 AM.
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Old 07-22-2008, 07:16 AM   #1486 (permalink)
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As far as I know, the only way to encounter them is: summoning them as Necromancer, or they appear randomly in Khaldun when a player dies. Either way it is spawned with a target. You could make a constructible version of the revenant that would not require a target. Why do you particularly need a revenant?

Edit: You could make a simple NPC with necro ai, give it appropriate stats, skills and equipment and let it cast VengefulSpirit OnMovement (x times).

Last edited by Melchior; 07-22-2008 at 07:29 AM.
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Old 07-22-2008, 07:31 AM   #1487 (permalink)
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Quote:
Originally Posted by Melchior View Post
As far as I know, the only way to encounter them is: summoning them as Necromance, or they appear randomly in Khaldun when a player dies. Either way it is spawned with a target. You could make a constructible version of the revenant that would not require a target. Why do you particularly need a revenant?
after all I guess this isn't the right place to ask such question :-)

How ever.. I thought about a change in dungeon right before the entrance of the Twisted weald ....
I would like to implement something like two guardians ... the revenants when someone enters the room with the throne in the back .... as a kind of a trap .. to protect something .... I liked to usethem because they will hunt the player for a while ....
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Old 07-25-2008, 04:13 PM   #1488 (permalink)
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Default Having a slight problem with peerless exit teleporter/timer...

It seems when we try and exit Blighted Grove after killing Lady M, it delays your departure to the time your allowed to stay in there looting ,(900 seconds) and doesnt let you leave instantly. Havent checked others yet. I have the CFG, and Altar.cs matching Point destinations. Where is the timer for these exit teleporters located? or is it client side? Also noticed If you leave the Citadel example before the timer to loot runs out and kicks you out automatically, it will put you back in the exit destination spot. I am updated to latest ML svn. TY for any insight. Update! Checked all the exit teleporters in all the peerless and none of them will let you leave, until loot timer is up. They all send confirm gump but dont teleport ya. This needs to be fixed.

Last edited by mitty; 07-26-2008 at 05:41 PM.
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Old 07-27-2008, 02:29 PM   #1489 (permalink)
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Check if the teleporter property Altar set to peerless altar (not null).
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Old 07-27-2008, 08:07 PM   #1490 (permalink)
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Quote:
Originally Posted by pziemczyk View Post
what's version do you use?
I use 2.0 build 2959.20979. So if anyone knows a fix for this version that would be great
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Old 07-27-2008, 08:09 PM   #1491 (permalink)
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Quote:
Originally Posted by Melchior View Post
It seems like you did nor merge the (Core) file Mobile.cs properly:

Fragment from Mobile.cs:

Code:
		public void SendEverything()
		{
			NetState ns = m_NetState;

			if( m_Map != null && ns != null )
			{
				IPooledEnumerable eable = m_Map.GetObjectsInRange( m_Location, Core.GlobalMaxUpdateRange );

				foreach( object o in eable )
				{
					if( o is Item )
					{
						Item item = (Item)o;

						if( CanSee( item ) && In

Range( item.Location, item.GetUpdateRange( this ) ) )
							item.SendInfoTo( ns );
					}
					else if( o is Mobile )
					{
						Mobile m = (Mobile)o;

						if( CanSee( m ) && Utility.InUpdateRange( m_Location, m.m_Location ) )
						{
							ns.Send( new MobileIncoming( this, m ) );
							
							#region Mondain's Legacy
							m.OnRequestedAnimation( this );
							#endregion
							
							if( m.IsDeadBondedPet )
								ns.Send( new BondedStatus( 0, m.m_Serial, 1 ) );

							if( ObjectPropertyList.Enabled )
							{
								ns.Send( m.OPLPacket );

								//foreach ( Item item in m.m_Items )
								//	ns.Send( item.OPLPacket );
							}
						}
					}
				}

				eable.Free();
			}
		}
Btw, in your post there is a space:



in OnRequestedAnimatio n; Did this happen pasting it?
No that was just a mistake i did myself. i looked at the core Mobile.cs and it lookd like it should. How am i supposed to merge the files to get them to work?
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Old 07-28-2008, 06:17 AM   #1492 (permalink)
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Not sure what you mean, but the ML package contains several files (Item.cs, Mobile.cs, PacketHandlers.cs and Poison.cs) that need to be merged with the SVN core versions of those files, after which you need to compile a new RunUO core (EXE).
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Old 07-28-2008, 08:37 AM   #1493 (permalink)
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Default Thanks Mal....

After posting kinda figured it out by self, but you hit it right on the head! I needed to go around and set all exit teleporters to an altar for that peerless. Works great! TY.( Great system ya got here!)
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Old 07-29-2008, 12:38 AM   #1494 (permalink)
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Hi, i'm new in forum

i got errors :S
Code:
+ engines/ai/Creature/basecreature.cs:
     CS0117: Line 2054: 'Sever.Moviles.AIType' não contém uma definição para 'AI_Necromage'
i think its sounds like "dont have definition for.."

and

Code:
+ items/weapons/baseweapon.cs:
   CS1501: Line 1571: Nenhuma sobrecarga para o método 'damage' obtém '12' argumentos
i really dont now what is this :S
in same script:
Code:
   CS0117: Line 2012: 'server.aoselementattributes' não contém uma definição para 'chaos'
Code:
   CS0117: Line 2013: 'server.aoselementattributes' não contém uma definição para direct'
looks like the problem with AI_necromage

this errors repeat in another scripts, like basequiver,mastermikael..

tanks for any help

(sorry, i'm dont have a good english :/)

Last edited by N00B; 07-29-2008 at 12:47 AM.
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Old 07-29-2008, 01:50 AM   #1495 (permalink)
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Quote:
Originally Posted by Melchior View Post
Not sure what you mean, but the ML package contains several files (Item.cs, Mobile.cs, PacketHandlers.cs and Poison.cs) that need to be merged with the SVN core versions of those files, after which you need to compile a new RunUO core (EXE).
I did compile all of the files into a new RunUO core but the problem i posted earlier is
Code:
RunUO - [www.runuo.com] Version 2.0, Build 2959.20979
Core: Running on .NET Framework Version 2.0.50727
Core: Optimizing for 4 64-bit processors
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
Errors:
 + Mondain's Legacy/Items/Character Statue Maker/CharacterStatue.cs:
    CS0115: Line 175: 'Server.Mobiles.CharacterStatue.OnRequestedAnimation(Serve
r.Mobile)': no suitable method found to override
    CS0115: Line 180: 'Server.Mobiles.CharacterStatue.ShowIncomingName(Server.Mo
bile)': no suitable method found to override
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.
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Old 07-29-2008, 04:54 AM   #1496 (permalink)
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@Xenon:

Quote:
RunUO - [www.runuo.com] Version 2.0, Build 2959.20979
Core: Running on .NET Framework Version 2.0.50727
Core: Optimizing for 4 64-bit processors
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
Errors:
+ Mondain's Legacy/Items/Character Statue Maker/CharacterStatue.cs:
CS0115: Line 175: 'Server.Mobiles.CharacterStatue.OnRequestedAnimati on(Serve
r.Mobile)': no suitable method found to override
CS0115: Line 180: 'Server.Mobiles.CharacterStatue.ShowIncomingName(S erver.Mo
bile)': no suitable method found to override
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.
That makes no sense to me. When you look at the standard (core) file: Mobile.cs, which is included with the RunUO 2.0 RC2 source, or at the latest SVN (297) of the RunUO core, you will not find any reference to 'OnRequestedAnimation' within those files. When you look at the Mobile.cs included with the ML SVN you will find a public overridable method 'OnRequestedAnimation'.

Fragment from ML\Core\Mobile.cs:

Code:
		#region Mondain's Legacy
		/// <summary>
		/// Overridable. This method is invoked when Mobile from requests info packet.
		/// </summary>
		public virtual void OnRequestedAnimation( Mobile from )
		{			
		}
		
		/// <summary>
		/// Overridable. Can players see name of this incoming Mobile.
		/// </summary>
		public virtual bool ShowIncomingName( Mobile from )
		{			
			return true;
		}		
		#endregion
So if this code is compiled within your new core (RunUO.exe or Server.exe or whatever you called it) there is a public overridable method available called: 'OnRequestedAnimation'. The only thing I can think of now is that you are using older versions of ML code, so my advise is to reload the latest ML SVN (14) and the latest RunUO SVN (297(300)) and try again. Good luck!
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Old 07-29-2008, 05:30 AM   #1497 (permalink)
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@ NOOB

CS0117: Line 2054: 'Sever.Moviles.AIType' não contém uma definição para 'AI_Necromage'

Add AI_Necromage in BaseAi.cs

Code:
	public enum AIType
	{
		AI_Use_Default,
		AI_Melee,
		AI_Animal,
		AI_Archer,
		AI_Healer,
		AI_Vendor,
		AI_Mage,
		AI_Berserk,
		AI_Predator,
		AI_Thief,
		AI_Necromage
	}
And merge Distro\AOS.cs with Misc\AOS.cs
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Old 07-29-2008, 05:49 AM   #1498 (permalink)
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thanks Malganis!
necromage and weapons its ok!
but i got a new error :O
Code:
Type 'server.itens.parrotperchdeed' was not found. delete all of those types? (y/n)
i said NO, and its return this:
Code:
Types will not be deleted. An Exception will be thrown when you press return
Error:
System.excption: Bad Type 'Server.Items.ParrotPerchDeed' em Server.World.Load<> na D:\Runuo\Servidor\Core\Core\ServerScript\scriptcompiler.cs:Linha 667 em Server.core.main<string[] args> na D:\Runuo\Servidor\Core\Core\ServerScript\Main.cs:Linha 443
This exception is fatal, press return to exit
i do anything wrong when i'm working in core? :S
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Old 07-29-2008, 07:28 AM   #1499 (permalink)
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In the Distro folder of the ML release, there is a file named 'ParrotPerchAddon.cs'. This file needs to be placed in Scripts\Items\Addons of your RunUO distribution.
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Old 07-29-2008, 01:43 PM   #1500 (permalink)
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Hey everyone,

I'm hoping someone could help me please. When I startup my server I get this error...

RunUO - [www.runuo.com] Version 2.0, Build 3132.20825
Core: Running on .NET Framework Version 2.0.50727
Scripts: Compiling C# scripts...done (cached)
Scripts: Skipping VB.NET Scripts...done (use -vb to enable)
Scripts: Verifying...done (3267 items, 943 mobiles)
Regions: Loading...done
World: Loading...An error was encountered while loading a saved object
- Type: Server.Regions.SpawnPersistence
- Serial: 0x40000008
Delete the object? (y/n) y
Delete all objects of that type? (y/n) y
After pressing return an exception will be thrown and the server will terminate

Error:
System.Exception: Load failed (items=True, mobiles=False, guilds=False, type=Ser
ver.Regions.SpawnPersistence, serial=0x40000008) ---> System.Exception: ***** Ba
d serialize on Server.Regions.SpawnPersistence *****
at Server.World.Load()
--- End of inner exception stack trace ---
at Server.World.Load()
at Server.ScriptCompiler.Compile(Boolean debug, Boolean cache)
at Server.Core.Main(String[] args)
This exception is fatal, press return to exit


It only works when I load a empty save file. I've tried to increase serialization by 1 in item.cs and recompile but i get the same error. Any suggestions? Thanks!

(Great scripts by the way! good job)
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