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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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#1601 (permalink) | |
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Newbie
Join Date: Dec 2006
Posts: 11
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After r23 implmentation we got some serialization problems. Here is a log:
Quote:
Last edited by melpol; 09-30-2008 at 07:34 AM. |
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#1603 (permalink) |
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Newbie
Join Date: May 2006
Age: 30
Posts: 95
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I can't seem to find a pack like this for RC2. Am I missing something or is there not one available or will this one work on RC2?
__________________
Some people are like slinkeys. Not good for much of anything, but they still bring a smile to your face when you push them down a flight of stairs. |
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#1604 (permalink) | |
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Forum Expert
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Quote:
Couple of things I did do though to make spawning a bit better were put Nerun's Distro in and then convert everything over to XMLSpawners Nerun's spawn maps are pretty good but XMLSpawner has the functionality that I prefer. If your trying to go OSI style it's much easier to fix issues like the triggered Spawns in The Citadel, Blighted Grove, and other issues like restricting the numbers what spawns in mixed groups.
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![]() For Updated Scripts from my Releases http://smurfscsharp.googlecode.com/svn/trunk/ |
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#1606 (permalink) |
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Forum Novice
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Try to comment
Code:
int version = reader.ReadInt(); m_Crafter = reader.ReadMobile(); m_Resource = (CraftResource) reader.ReadInt(); m_Quality = (ItemQuality) reader.ReadInt();
__________________
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. |
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#1607 (permalink) |
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Lurker
Join Date: Aug 2008
Age: 56
Posts: 3
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Can anyone upload the 64 bit Ultima.dll please? I get a lot of warnings when i use [decorateml and the 64 bit Ultima.dll posted on 09-09-2007 is corrupt. So please, if anyone have got the x64 ultima.dll upload it please, thank you.
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#1610 (permalink) | |
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Forum Novice
Join Date: Dec 2006
Posts: 126
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Quote:
Ultima.dll Last edited by Callandor2k; 10-06-2008 at 04:52 PM. |
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#1611 (permalink) | |
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Lurker
Join Date: Aug 2008
Age: 56
Posts: 3
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Quote:
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#1614 (permalink) |
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Lurker
Join Date: Oct 2007
Posts: 1
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The ZIP file is stored on Google Code
mondains-legacy - Google Code As for the installation notes, I've been trying to get this implemented for the last couple days and have a lot of compile errors. Since I had a difficult time finding C# 2005 I've resorted to using 2008 - so maybe that's my problem. Anyhow, the installation notes are a little lacking but somewhat fulfilled throughout this thread. I'm hoping to get Legacy working here soon. ![]() |
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#1615 (permalink) | |
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Lurker
Join Date: Apr 2006
Posts: 6
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Quote:
Somebody knows how can fix this problem? thanks
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Admin KhiL Mystara [mystara.com.br] |
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#1617 (permalink) |
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Forum Novice
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Not sure if this is the same one that was posted before, but I have no idea what is going on here...
Code:
RunUO - [www.runuo.com] Version 2.0, Build 3175.38923 Core: Running on .NET Framework Version 2.0.50727 Scripts: Compiling C# scripts...done (cached) Scripts: Compiling VB.NET scripts...no files found. Scripts: Verifying...done (4 items, 0 mobiles) Error: System.Reflection.TargetInvocationException: Exception has been thrown by the ta rget of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object. at Server.RemoteAdmin.AdminNetwork.Configure() --- End of inner exception stack trace --- at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] argum ents, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner) at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] argume nts, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwn er) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invoke Attr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisib ilityChecks) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invoke Attr, Binder binder, Object[] parameters, CultureInfo culture) at Server.ScriptCompiler.Compile(Boolean debug, Boolean cache) at Server.Core.Main(String[] args) This exception is fatal, press return to exit |
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#1618 (permalink) |
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Forum Novice
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Ok, through mixing files from Lokai's SVN 297 ML package (malganis' work, just some packaging and I am sure edits by Lokai) I think I am getting closer to making it work with RC2... I do have an error I am not understanding (because I have never done anything with the ML stuff).
Code:
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
Code:
using System;
using System.Collections.Generic;
using Server;
using Server.Items;
using Server.Multis;
using Server.ContextMenus;
using Server.Network;
namespace Server.Mobiles
{
public enum StatueType
{
Marble,
Jade,
Bronze
}
public enum StatuePose
{
Ready,
Casting,
Salute,
AllPraiseMe,
Fighting,
HandsOnHips
}
public enum StatueMaterial
{
Antique,
Dark,
Medium,
Light
}
public class CharacterStatue : Mobile
{
private StatueType m_Type;
private StatuePose m_Pose;
private StatueMaterial m_Material;
[CommandProperty( AccessLevel.GameMaster )]
public StatueType StatueType
{
get { return m_Type; }
set { m_Type = value; InvalidateHues(); InvalidatePose(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public StatuePose Pose
{
get { return m_Pose; }
set { m_Pose = value; InvalidatePose(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public StatueMaterial Material
{
get { return m_Material; }
set { m_Material = value; InvalidateHues(); InvalidatePose(); }
}
private Mobile m_SculptedBy;
private DateTime m_SculptedOn;
[CommandProperty( AccessLevel.GameMaster )]
public Mobile SculptedBy
{
get{ return m_SculptedBy; }
}
[CommandProperty( AccessLevel.GameMaster )]
public DateTime SculptedOn
{
get{ return m_SculptedOn; }
}
private CharacterStatuePlinth m_Plinth;
public CharacterStatuePlinth Plinth
{
get { return m_Plinth; }
set { m_Plinth = value; }
}
public CharacterStatue( Mobile from, StatueType type ) : base()
{
m_Type = type;
m_Pose = StatuePose.Ready;
m_Material = StatueMaterial.Antique;
m_SculptedBy = from;
m_SculptedOn = DateTime.Now;
Direction = Direction.South;
AccessLevel = AccessLevel.Counselor;
Hits = HitsMax;
Blessed = true;
Frozen = true;
CloneBody( from );
CloneClothes( from );
InvalidateHues();
}
public CharacterStatue( Serial serial ) : base( serial )
{
}
public override void OnDoubleClick( Mobile from )
{
DisplayPaperdollTo( from );
}
public override void GetProperties( ObjectPropertyList list )
{
base.GetProperties( list );
if ( m_SculptedBy != null )
{
if ( m_SculptedBy.Title != null )
list.Add( 1076202, m_SculptedBy.Title + " " + m_SculptedBy.Name ); // Sculpted by ~1_Name~
else
list.Add( 1076202, m_SculptedBy.Name ); // Sculpted by ~1_Name~
}
}
public override void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
{
base.GetContextMenuEntries( from, list );
if ( from.Alive )
{
BaseHouse house = BaseHouse.FindHouseAt( this );
if ( ( house != null && house.IsCoOwner( from ) ) || (int) from.AccessLevel > (int) AccessLevel.Counselor )
list.Add( new DemolishEntry( this ) );
}
}
public override void OnAfterDelete()
{
base.OnAfterDelete();
if ( m_Plinth != null && !m_Plinth.Deleted )
m_Plinth.Delete();
}
protected override void OnMapChange( Map oldMap )
{
InvalidatePose();
if ( m_Plinth != null )
m_Plinth.Map = Map;
}
protected override void OnLocationChange( Point3D oldLocation )
{
InvalidatePose();
if ( m_Plinth != null )
m_Plinth.Location = new Point3D( X, Y, Z - 5 );
}
public override bool CanBeRenamedBy( Mobile from )
{
return false;
}
public override bool CanBeDamaged()
{
return false;
}
public override void OnRequestedAnimation( Mobile from )
{
from.Send( new UpdateStatueAnimation( this, 1, m_Animation, m_Frames ) );
}
public override bool ShowIncomingName( Mobile from )
{
return false;
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( (int) 0 ); // version
writer.Write( (int) m_Type );
writer.Write( (int) m_Pose );
writer.Write( (int) m_Material );
writer.Write( (Mobile) m_SculptedBy );
writer.Write( (DateTime) m_SculptedOn );
writer.Write( (Item) m_Plinth );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
m_Type = (StatueType) reader.ReadInt();
m_Pose = (StatuePose) reader.ReadInt();
m_Material = (StatueMaterial) reader.ReadInt();
m_SculptedBy = reader.ReadMobile();
m_SculptedOn = reader.ReadDateTime();
m_Plinth = reader.ReadItem() as CharacterStatuePlinth;
InvalidatePose();
Frozen = true;
}
public void Sculpt( Mobile by )
{
m_SculptedBy = by;
m_SculptedOn = DateTime.Now;
InvalidateProperties();
}
public void Demolish( Mobile by )
{
CharacterStatueDeed deed = new CharacterStatueDeed( null );
if ( by.PlaceInBackpack( deed ) )
{
Internalize();
deed.Statue = this;
if ( m_Plinth != null )
m_Plinth.Internalize();
}
else
{
by.SendLocalizedMessage( 500720 ); // You don't have enough room in your backpack!
deed.Delete();
}
}
public void Restore( CharacterStatue from )
{
m_Material = from.Material;
m_Pose = from.Pose;
Direction = from.Direction;
CloneBody( from );
CloneClothes( from );
InvalidateHues();
InvalidatePose();
}
public void CloneBody( Mobile from )
{
Name = from.Name;
BodyValue = from.BodyValue;
HairItemID = from.HairItemID;
FacialHairItemID = from.FacialHairItemID;
}
public void CloneClothes( Mobile from )
{
for ( int i = Items.Count - 1; i >= 0; i -- )
Items[ i ].Delete();
for ( int i = from.Items.Count - 1; i >= 0; i -- )
{
Item item = from.Items[ i ];
if ( item.Layer != Layer.Backpack && item.Layer != Layer.Mount && item.Layer != Layer.Bank )
AddItem( CloneItem( item ) );
}
}
public Item CloneItem( Item item )
{
Item cloned = new Item( item.ItemID );
cloned.Layer = item.Layer;
cloned.Name = item.Name;
cloned.Hue = item.Hue;
cloned.Weight = item.Weight;
cloned.Movable = false;
return cloned;
}
public void InvalidateHues()
{
Hue = 0xB8F + (int) m_Type * 4 + (int) m_Material;
HairHue = Hue;
if ( FacialHairItemID > 0 )
FacialHairHue = Hue;
for ( int i = Items.Count - 1; i >= 0; i -- )
Items[ i ].Hue = Hue;
if ( m_Plinth != null )
m_Plinth.InvalidateHue();
}
private int m_Animation;
private int m_Frames;
public void InvalidatePose()
{
switch ( m_Pose )
{
case StatuePose.Ready:
m_Animation = 4;
m_Frames = 0;
break;
case StatuePose.Casting:
m_Animation = 16;
m_Frames = 2;
break;
case StatuePose.Salute:
m_Animation = 33;
m_Frames = 1;
break;
case StatuePose.AllPraiseMe:
m_Animation = 17;
m_Frames = 4;
break;
case StatuePose.Fighting:
m_Animation = 31;
m_Frames = 5;
break;
case StatuePose.HandsOnHips:
m_Animation = 6;
m_Frames = 1;
break;
}
if( Map != null )
{
ProcessDelta();
Packet p = null;
IPooledEnumerable eable = Map.GetClientsInRange( Location );
foreach( NetState state in eable )
{
state.Mobile.ProcessDelta();
if( p == null )
p = Packet.Acquire( new UpdateStatueAnimation( this, 1, m_Animation, m_Frames ) );
state.Send( p );
}
Packet.Release( p );
eable.Free();
}
}
private class DemolishEntry : ContextMenuEntry
{
private CharacterStatue m_Statue;
public DemolishEntry( CharacterStatue statue ) : base( 6275, 2 )
{
m_Statue = statue;
}
public override void OnClick()
{
if ( m_Statue.Deleted )
return;
m_Statue.Demolish( Owner.From );
}
}
}
}
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#1619 (permalink) |
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Forum Novice
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@ Lok1728
Doesnt matter which vs u use. All you have to do is download Revision 300: /devel and mondains-legacy - Google Code. Than simply copy & overwrite all files in the package. @ KhiLL I doubt chief is causing this (like u said he doesnt have clone). @ osmose Download this version of switch mondains-legacy - Google Code @ greywolf79 No idea here. Try to run it without Saves folder. You are missing a core mod. Luckily i made one that doesn't require it. See attached files ( in PlayerMobile.cs merge just public override bool CanSee( Mobile m ) function )
__________________
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. |
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#1621 (permalink) |
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Newbie
Join Date: Jun 2007
Age: 17
Posts: 34
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Changed scripts on newer and such errors have turned out, somebody can help?
Code:
+ Engines/Harvest/Lumberjacking.cs:
CS0246: Line 78: The type or namespace name 'Log' could not be found (are yo
u missing a using directive or an assembly reference?)
CS0246: Line 81: The type or namespace name 'OakLog' could not be found (are
you missing a using directive or an assembly reference?)
CS0246: Line 82: The type or namespace name 'AshLog' could not be found (are
you missing a using directive or an assembly reference?)
CS0246: Line 83: The type or namespace name 'YewLog' could not be found (are
you missing a using directive or an assembly reference?)
CS0246: Line 84: The type or namespace name 'HeartwoodLog' could not be foun
d (are you missing a using directive or an assembly reference?)
CS0246: Line 85: The type or namespace name 'BloodwoodLog' could not be foun
d (are you missing a using directive or an assembly reference?)
CS0246: Line 86: The type or namespace name 'FrostwoodLog' could not be foun
d (are you missing a using directive or an assembly reference?)
+ Items/Containers/FillableContainers.cs:
CS0246: Line 887: The type or namespace name 'Log' could not be found (are y
ou missing a using directive or an assembly reference?)
+ Items/Skill Items/Carpenter Items/TaxidermyKit.cs:
CS0246: Line 109: The type or namespace name 'Board' could not be found (are
you missing a using directive or an assembly reference?)
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#1622 (permalink) | |
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Newbie
Join Date: May 2006
Age: 30
Posts: 95
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Quote:
Check your resources.cs file, it sounds like one script is asking for ashlog, but if I'm not mistaken in your resources script it'll be named AshWood. I had this same problem with a script and that's all it took to fix it.
__________________
Some people are like slinkeys. Not good for much of anything, but they still bring a smile to your face when you push them down a flight of stairs. |
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