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Old 05-11-2007, 01:46 PM   #1 (permalink)
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Default [2.0] House Paints - Paint just about anything...

**UPDATED**

5/14/2007 10:24AM:

Modify your BaseHouse.cs as follows to have Painted Walls automatically delete when the house is destroyed:


In BaseHouse.cs, add Lokai's House Paints Region as below:
PHP Code:
   if ( m_LockDowns != null )
   {
    for ( 
int i 0m_LockDowns.Count; ++)
    {
     
Item item = (Item)m_LockDowns[i];
     if ( 
item != null )
     {
      
item.IsLockedDown false;
      
item.IsSecure false;
      
item.Movable true;
      
item.SetLastMoved();
      
#region Lokai's House Paints
      
if (item is PaintedItem)
       
item.Delete();
      
#endregion
     

5/14/2007:

- Fixed many errors including null exceptions.
- Made it so Painted walls are movable (but you still can't move them)
- Painted walls are locked down when created.
- Users must Release the old paint in order to repaint it.
- Hopefully this will decrease Item-lag.
- Fixed targeting issues.
- Players may now paint from just outside their house, but must still target a house they own.
- GMs can still paint anywhere.
- Fixed bug allowing players to paint all over town.

KNOWN ISSUES:

- When users log in, their Client may load the Locked-down painted items before the regular house walls. This causes the paint to disappear. Not sure if the Lockdown feature will fix this. If anyone has an idea on setting a priority level or something so that the Painted walls display last, let me know.
- Painted Walls look movable. This is NOT a bug. Think of it like this: if you don't SEAL the paint job, it will wear off (ie, Decay.) Users must Secure them to prevent them from fading. (An added bonus is that this may reduce excessive painting, since it lowers the total Lockdowns available.)

************************************************** ******

Lokai's Paints and More.

I was challenged by a thread you can view here....

Script idea: House Paint

...to create a House Painting system. At first I thought, this will never work.

I should have known better...

What's included:

Paint Cans (look suspiciously like Dye Tubs...)
Paint Dyes (I should make these consumable.)
Custom Hue Pickers (these are for various types of housing materials...)

How to install:

Unzip and drop in your Scripts folder. NOTE: The file CustomHuePicker.cs has been modified, and is included in it's original folder, so if you drop these files in it will overwrite your file. (For most people this will not be a problem, since it is not a popular file to customize.) But, if you have made customizations, just add/merge the CustomHuePickers that I wrote in to your script.

How to use:

Just like Dye tubs, you add them, either by selling them in stores or resource vendors, or [add ing them in game, or giving them as Veteran Rewards. To use, double-click Paint Dyes and target the appropriate Paint Can. Then, double-click the Paint Can and target any Static house section, Custom House section, [add ed House Item, or Multi house section. By the way, I did not include any Metal doors or other similar items in the list of items that can be Painted. If you see something that you want to add, simply [props it, and add the number to the "CanPaint" method. (Sorry, no adding on the fly.)

Cans are tied to the type of material used in the house, so Wooden structures need the Wood House Paint, and Stone House Paint for the Stone houses, etc. The 'Other House Paint' is for Hides, Rattan, Bamboo and Paper. Since these materials are considered non-washable, I have made them non-redyable also. Paint Cans have 50 Uses by default.

The only exception is the GMHousePaint, which can be used on any House type. GMHousePaint is also not limited to 50 uses.

Let me know if there are bugs or improvement suggestions.
Attached Files
File Type: zip House Paints.zip (9.0 KB, 213 views)

Last edited by Lokai; 05-14-2007 at 10:25 AM. Reason: Fixed errors.
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Old 05-11-2007, 01:50 PM   #2 (permalink)
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Default look great

would this work for 1.0 as well?
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Old 05-11-2007, 02:09 PM   #3 (permalink)
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I doubt it, but I am not sure. There may be some things that are not compatible, but they would likely be minor.

Try it and see?
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Old 05-11-2007, 02:13 PM   #4 (permalink)
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Dude this is to KOOL ! very nice ++Karma
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Old 05-11-2007, 02:56 PM   #5 (permalink)
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Excellent Idea +Karma
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Old 05-11-2007, 03:25 PM   #6 (permalink)
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I had a problem compiling this about the displayweight, commented it out and it compiled with no errors.. dont know if it was right but it worked.. then there is a problem with Paint and more comes up 1~nothing... not sure how to fix this and when you put in painted item it comes up unused tile... But it all works so far.. not sure what painted item is.. But this is excellant and players will love it..
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Old 05-11-2007, 03:31 PM   #7 (permalink)
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I like this so far, except that when my players use it and later demolish their painted house, the walls end up not being deleted and remaining there set non-movable so my staff has to come clean up the wall pieces. Is this supposed to happen?

*ADDED*

Just in case all that was a little fuzzy. I painted a house and removed it myself (in sections, so it'd be easier to tell what I was talking about) and took a screen shot of it to help.


Last edited by Macil; 05-11-2007 at 03:38 PM.
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Old 05-11-2007, 03:40 PM   #8 (permalink)
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Quote:
Originally Posted by purplemouse91 View Post
I had a problem compiling this about the displayweight, commented it out and it compiled with no errors.. dont know if it was right but it worked.. then there is a problem with Paint and more comes up 1~nothing... not sure how to fix this and when you put in painted item it comes up unused tile... But it all works so far.. not sure what painted item is.. But this is excellant and players will love it..
I had this problem too and also commented out and am receiving the same strange messages.
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Old 05-11-2007, 03:47 PM   #9 (permalink)
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All:

I use SVN 181, which is why I have the DisplayWeight thing in there. Sorry if that causes issues.

Macil:

That looks totally awesome!

Just the same, I would advise against letting people destroy painted houses. (hehe)
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Old 05-11-2007, 03:51 PM   #10 (permalink)
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Quote:
Originally Posted by purplemouse91 View Post
I had a problem compiling this about the displayweight, commented it out and it compiled with no errors.. dont know if it was right but it worked.. then there is a problem with Paint and more comes up 1~nothing... not sure how to fix this and when you put in painted item it comes up unused tile... But it all works so far.. not sure what painted item is.. But this is excellant and players will love it..
Painted Item is how I get around the packet problem. Static Targets are not able to be deleted or hued in the normal way. Even an Admin is not able to use [delete or [remove on one. So, I decided to *cheat* a little and simply create an Item that sits in the exact same spot.
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Old 05-11-2007, 04:01 PM   #11 (permalink)
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Quote:
Originally Posted by Lokai View Post
All:

I use SVN 181, which is why I have the DisplayWeight thing in there. Sorry if that causes issues.

Macil:

That looks totally awesome!

Just the same, I would advise against letting people destroy painted houses. (hehe)
Eh? I guess thats okay. I've only got 3 stinkin' players anyway. Should be easy enough to monitor. =)

-Although, it's the principle of the thing!
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Old 05-11-2007, 04:13 PM   #12 (permalink)
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At a glance, a quick thought solution to deal with that would be to wipe the house region area of, at least, any PaintedItem(s) before obliterating the house and region.

Just a thought. I may have jumped too quickly!

Oh, and neat idea/script. Clever, none-the-less.
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Old 05-11-2007, 04:16 PM   #13 (permalink)
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Excellent idea. Glad to see you got it working +Karma
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Old 05-11-2007, 04:31 PM   #14 (permalink)
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Quote:
Originally Posted by Macil View Post
Eh? I guess thats okay. I've only got 3 stinkin' players anyway. Should be easy enough to monitor. =)

-Although, it's the principle of the thing!
Maybe I will come visit. What shard is yours? Are you on ConnectUO?
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Old 05-11-2007, 06:25 PM   #15 (permalink)
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I thougth as much .... any ideas how to fix the 1~nothing on paint can?
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Old 05-11-2007, 07:02 PM   #16 (permalink)
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after trying to winmerge file... just wouldn't comply, either way i just made the mods myself... but there is one thing you might want to check into and make some changes and update post, I spawned a Sanstone Tub, then i clicked over to regular player and then i d-clicked dyes selected my color targeted the sandstone house paint/tub then targeted the side of luna bank.
this brings a true meaning of painting the town RED , LOL or what ever color your players chose...
Any new updates, please post. i'll keep it on the back burner til then.
thanks for post
Cherokee/ Mule II
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Old 05-11-2007, 07:04 PM   #17 (permalink)
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Quote:
Originally Posted by purplemouse91 View Post
I thougth as much .... any ideas how to fix the 1~nothing on paint can?
Perhaps that is a Localization issue. (ie, the Cliloc)

My UO installation is patched to 5.0.9.1 Patch 46. Does anyone else see 1~nothing instead of "Paint and More"?

On the GMHousePaint you should see "Lokai's" on the first line, and "GM House Paint" on the second line.
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Old 05-11-2007, 07:20 PM   #18 (permalink)
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i'm UO updated and installed to 5.0.6e , because of the conflict with OSI and UOG and their patch preventing UOG to work, Is there a fix that i missed ? can we fully Patch with OSI now ? also any fix on the player being able to Dye luna bank if he wanted to, like should say you do not own this structure and cannot paint it >? :-) let me klnow....
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Old 05-11-2007, 07:30 PM   #19 (permalink)
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Quote:
Originally Posted by Hotshot View Post
i'm UO updated and installed to 5.0.6e , because of the conflict with OSI and UOG and their patch preventing UOG to work, Is there a fix that i missed ? can we fully Patch with OSI now ? also any fix on the player being able to Dye luna bank if he wanted to, like should say you do not own this structure and cannot paint it >? :-) let me klnow....
I am working on the fix for painting the town red....

As for the Patch. No, I am not able to use UOG. I use Razor for my Local shard, and ConnectUO for Public shards.
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Old 05-11-2007, 07:41 PM   #20 (permalink)
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OK, new version posted.

It will check to see if you own the house attached to the item you are Painting, or if you are GM or higher.
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Old 05-11-2007, 08:31 PM   #21 (permalink)
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can you add here what you changed and where.. so i can copy and paste, Just an Idea Paint can maybe should look like a empty jar saying empty Spray paint can unless its targtted from Spray Paint dyes , paint dyes saying spray paint dyes.
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Old 05-11-2007, 08:32 PM   #22 (permalink)
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Quote:
Originally Posted by Lokai View Post

My UO installation is patched to 5.0.9.1 Patch 46. Does anyone else see 1~nothing instead of "Paint and More"?

.
I am patched to 5.0.8 and using RC1 and what I see is Paint and More then below that 1_NOTHING then Uses Left :50. This is only seen when [add housepaint if I do [add marblehousepaint it is fine.

Last edited by oiii88; 05-11-2007 at 08:35 PM.
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Old 05-11-2007, 08:42 PM   #23 (permalink)
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Maybe also since it checks to see if you own the house, have it say House painted by.. then the painter. maybe have it in option in house menu,hire painter and target a person that had the means to kill a creature and obtain that kind of spray paint, at a random drop... ohh... Other spray Can won't work on brick :-/ If cant change house Gump.. maybe hiring contracts for paiters selling for 50 gold on vendor.. Anyone ever try to Script a Auction site like on WoW ? have the Auction stone check you bank for the product selling and check the bank for the buyer...? just place on the stone what your selling and have peeps check stone for what they want... every 10-15 days it removes , i dont know... yeah i'm drinking and thinking...LOL
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Old 05-11-2007, 08:53 PM   #24 (permalink)
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UHOH tested this and came back to it an hour later and the walls turned back to its original color...
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Old 05-11-2007, 09:07 PM   #25 (permalink)
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PaintCan.CS Line 140 the name " Target " does not exit in the current context
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