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Custom Script Releases This forum is where you can release your custom scripts for other users to use.

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Old 05-30-2007, 03:34 PM   #26 (permalink)
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Originally Posted by madron View Post
Just curious, where would I find the cliloc entries for SE? Are they the same as ML or would I need to mod something to get them to work on SE?

Thanks in dvance for your help.

I don't know what Cliloc entries you would have. You will need to use a Cliloc Reader to view them. There are several out there.
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Old 05-30-2007, 03:36 PM   #27 (permalink)
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Here is a Cliloc Editor. Not sure where it came from.
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File Type: zip Cliloc_Editor_2[1].0.zip (51.3 KB, 57 views)
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Old 05-30-2007, 05:34 PM   #28 (permalink)
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not sure which one you posted - but OrBSydia DevNet has an excellent one
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Old 05-30-2007, 08:21 PM   #29 (permalink)
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Default Crashes when adding Songs

I was having same problem as Fixxxor,
Changing the gump values worked for me, Thanks!

Just haven't decided if I should keep the songs as a scroll, or change them to gears?
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Old 05-30-2007, 08:57 PM   #30 (permalink)
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I don't know what Cliloc entries you would have. You will need to use a Cliloc Reader to view them. There are several out there.
Thank you!!!!
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Old 05-31-2007, 11:41 AM   #31 (permalink)
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OK, you need to modify the Gump. I made it for exactly 51 entries. 3 x 17 = 51. In the Gump, I use 2 nested FOR loops, one goes up to 3, the other to 17, making a total of 51 passes for 51 songs. You will have to design your own system for getting 35 songs to fit in the Gump. Maybe 5 times 7?

That did the trick, now its works great, thanks for all the help. Just one thing though, when I turn the music box off the music doesnt shut off and when I move more then 10 paces away it still plays, it will play no matter how far I am away until the song is over. Oh yeah and the song plays only once and shuts off but the player still says its playing. Just wondering if this was the intent or is it because of the edits to the script.
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Old 05-31-2007, 12:36 PM   #32 (permalink)
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That did the trick, now its works great, thanks for all the help. Just one thing though, when I turn the music box off the music doesnt shut off
It will play the song until the end if you start it. Actually, I thought it would stop the music, because I tell it to send the player a Packet with an Invalid Music Instance I think. If anyone knows why that does not stop the music, let me know.

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and when I move more then 10 paces away it still plays, it will play no matter how far I am away until the song is over.
The range is only for GM's who are broadcasting to other players. Check the script where the "OnDoubleClick" method is coded, you will see what I mean.

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Oh yeah and the song plays only once and shuts off but the player still says its playing.
I guess it would be nice to have it shut itself off. Think of it like an old record player, that plays a song, and when it gets to the end, the needle just keeps rubbing the middle of the record playing nothing. The player is playing, but nothing is coming out.

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Just wondering if this was the intent or is it because of the edits to the script.
That was the way it was written.
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Old 05-31-2007, 01:24 PM   #33 (permalink)
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Ok I was just wondering about those things, but really doesnt matter cause it works now hehe. Again thanks for all the help.

Lokai, would you mind if I submit what I have of your music box for 1.0 users?
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Last edited by Fixxxer; 05-31-2007 at 01:47 PM.
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Old 05-31-2007, 01:42 PM   #34 (permalink)
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Thanks for the great script. Works great, Love it. ++Karma
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Old 05-31-2007, 01:55 PM   #35 (permalink)
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Ok I was just wondering about those things, but really doesnt matter cause it works now hehe. Again thanks for all the help.

Lokai, would you mind if I submit what I have of your music box for 1.0 users?
Please do. There are still plenty of 1.0 users out there.
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Old 05-31-2007, 01:58 PM   #36 (permalink)
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Thanks for the great script. Works great, Love it. ++Karma
Thank you.

BTW (this is for anyone) feel free to post suggestions for modifications, or rewrites. I am open to assisting with scripts people need help with, or making changes myself. I do not always have lots of time, but I love a challenge.
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Old 05-31-2007, 02:57 PM   #37 (permalink)
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Default i think it would be cool

to make it only work if it was locked down in a persons house would this be tough to do?


btw in 1.0 there is no baseregion with music settings have any idea what script might control region music look in all locations i thought they might have been.
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Old 05-31-2007, 03:33 PM   #38 (permalink)
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to make it only work if it was locked down in a persons house would this be tough to do?
I don't think so. Check out the scripts for WindChimes, etc. and see how they do that. Could probably just copy/paste the IF statement.

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btw in 1.0 there is no baseregion with music settings have any idea what script might control region music look in all locations i thought they might have been.
BaseRegion.cs is a file in the Server Source Code. (The "Core" as it were.)
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Old 05-31-2007, 09:51 PM   #39 (permalink)
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Quote:
Originally Posted by Lokai View Post
I don't think so. Check out the scripts for WindChimes, etc. and see how they do that. Could probably just copy/paste the IF statement.


BaseRegion.cs is a file in the Server Source Code. (The "Core" as it were.)

I am running 1.0 and I cant find baseregions anywhere in any of the folders starting from my server folder doing a search. Ive been wondering about that too cause there are more songs I just dont know what they are and what the numbers are so i can add them, and insideUO was no help there either damn it.

As for 1.0 users, these are the files you can use I am patched to 5.9 something something, and these all work on my server. Oh yeah and I forgot I put a quest in there with some other artifacts so you might have to remove them if you dont have them, in Dawn's script.
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File Type: zip Dawn's Musicbox.zip (24.9 KB, 48 views)
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Old 05-31-2007, 10:37 PM   #40 (permalink)
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1.0 handled regions differently --- they had dungeon and city regions in the folder - think either engines or misc sections, and the region.xml file (data dir) has the music listed and assigned in there (i remeber them when i was changing city names, had to be careful not to change the music name or ooops bad song )
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Old 06-01-2007, 01:33 AM   #41 (permalink)
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MusicName (Enum)
OldUlt01 = 0,
Create1 = 1,
DragFlit = 2,
OldUlt02 = 3,
OldUlt03 = 4,
OldUlt04 = 5,
OldUlt05 = 6,
OldUlt06 = 7,
Stones2 = 8,
Britain1 = 9,
Britain2 = 10,
Bucsden = 11,
Jhelom = 12,
LBCastle = 13,
Linelle = 14,
Magincia = 15,
Minoc = 16,
Ocllo = 17,
Samlethe = 18,
Serpents = 19,
Skarabra = 20,
Trinsic = 21,
Vesper = 22,
Wind = 23,
Yew = 24,
Cave01 = 25,
Dungeon9 = 26,
Forest_a = 27,
InTown01 = 28,
Jungle_a = 29,
Mountn_a = 30,
Plains_a = 31,
Sailing = 32,
Swamp_a = 33,
Tavern01 = 34,
Tavern02 = 35,
Tavern03 = 36,
Tavern04 = 37,
Combat1 = 38,
Combat2 = 39,
Combat3 = 40,
Approach = 41,
Death = 42,
Victory = 43,
BTCastle = 44,
Nujelm = 45,
Dungeon2 = 46,
Cove = 47,
Moonglow = 48,
Zento = 49,
TokunoDungeon = 50,
Invalid = -1


ok I am kinda lost when it comes to this music stuff, I found all the music names that my server has, however in the script there were some corresponding numbers that went with the songs, those number I can not find. Any ideas where I can find these numbers?

public DeathTuneSong()
: base(1075171)
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Old 06-01-2007, 04:30 AM   #42 (permalink)
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Awesome script. Thanks for all the hard work
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Old 06-01-2007, 05:22 AM   #43 (permalink)
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Quote:
Originally Posted by Fixxxer View Post
public DeathTuneSong()
: base(1075171)
The 1075171 comes from the Cliloc. I use those to identify the song to the Base type (MusicBoxTrack) so that I can reference them in the Gump and such by the number, rather than by the name.
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Old 06-01-2007, 08:38 AM   #44 (permalink)
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Quote:
Originally Posted by Lokai View Post
The 1075171 comes from the Cliloc. I use those to identify the song to the Base type (MusicBoxTrack) so that I can reference them in the Gump and such by the number, rather than by the name.
so if I couldnt find the numbers how would I reference them by name?? I am determined to get all 51 songs lol

Actually I could use your numbers from the songs that I took out then right, cause its just a song name and it dont really matter what its called, well for me as long as I got 51.

thanks again for the help
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Old 06-01-2007, 10:32 AM   #45 (permalink)
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if you look in the individual song scripts, there is a remmed out name (some need spaces put back in and sunch, but the name is in there - might not even match the script name )

i would almost like to see a non-cliloc verson also, just because OSI decides tomoce things around again in there orchange stuff, it will then still keep working
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Old 06-01-2007, 02:56 PM   #46 (permalink)
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I got all 51 songs to work, however the names dont match up at all, the scrolls say brit and its good and evil or something like that even when in the script i have it as brit. Besides that it works great, if anyone wants it for 1.0 I can post it.
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Old 06-01-2007, 04:48 PM   #47 (permalink)
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Thanks alot dude nice
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Old 06-01-2007, 06:40 PM   #48 (permalink)
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Default yes please post 1.0

yes id love to have all 51 songs -please post fixxxer. thxs man
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Old 06-01-2007, 10:43 PM   #49 (permalink)
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Smile Dawns Music Box for 1.0 (51 songs)

Well like I said though the song list is all messed up and the scroll names and gump names dont match up. I dont care cause I dont know what the names were anyways lol.
Also I added the golem.cs with the songs to drop, I did edit the golem from the orginial to be just a bit stronger, its not a huge change. I added a quest if you dont want to add it with rewards only, its a simple quest just something to get it in the game fast.

If you downloaded the file i had before just delete that whole folder and replace it with this one, I fixed Dawn and Lord Olaf and took out all my custom items out so there shouldnt be any compile errors with the items.
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File Type: zip Dawns Music Zip.zip (35.7 KB, 51 views)
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Old 06-02-2007, 06:46 AM   #50 (permalink)
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@Fixxxer

Please create your own Thread for your [1.0] version. I would definitely say it qualifies to have it's own discussion, support, etc.
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