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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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#26 (permalink) |
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Forum Expert
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I think there used to be, "Trying's Beginners Tutorial", but all the links I've tried to follow are dead. I haven't done a recent search, though. Still might be floating around here on the forums.
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In some cases stupid makes you win-Radwen |
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#27 (permalink) |
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Forum Expert
Join Date: Oct 2002
Age: 45
Posts: 4,304
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There are quite a few tutorials available at the main support site:
XMLSpawnerFan And also some at the support forums at Orbsydia: OrBSydia DevNet |
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#28 (permalink) | |
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Newbie
Join Date: Feb 2005
Location: LI, NY
Age: 21
Posts: 50
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Quote:
I checked out the XMLSpawnerFan site looking for that socket system but I couldn't seem to find it. Is there any way you could send me a link to the thread or something?
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"from the ground I can touch the sky despite this fight I will never die" -Elysia |
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#29 (permalink) | ||
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Forum Expert
Join Date: Mar 2004
Location: NorthCentral IL, USA
Age: 34
Posts: 3,848
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Quote:
A copy can also be found on RunUO's site, however I'm not sure if the one here is up to date. You should do a search here for XMLSockets (it should also be near the top of the Scripts Submissions due to recent activity in that thread). Runuo link
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Quote:
Just a Simple Staff Tool You can leave me messages. Ernest Gary Gygax - Quote "I would like the world to remember me as the guy who really enjoyed playing games and sharing his knowledge and his fun pastimes with everybody else." |
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#30 (permalink) | |
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Newbie
Join Date: Feb 2005
Location: LI, NY
Age: 21
Posts: 50
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Quote:
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"from the ground I can touch the sky despite this fight I will never die" -Elysia |
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#31 (permalink) |
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Newbie
Join Date: Jan 2008
Location: Hafnarfjordur Iceland
Posts: 65
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After playing with this system for a while, it seems the only really overpowering thing is with the enhancement of clothing items. I have had many items break on the first attempt at enhancement, and some that could be enhanced many times. With a nice weapon or armor, most people won't keep trying to enhance after a point for fear of losing the item, but with clothing that is easily (and cheaply) replaced that is a different story. In order to maintain some balance without changing the whole system, I would make it so only certain clothing items could be enhanced (ie hats and robes perhaps) and only enhanced with certain runes (IN (luck) and LOR (night sight), for example).
This is really a cool system, I can tell a lot of thought and work went into designing it. |
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#32 (permalink) | |
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Newbie
Join Date: Feb 2005
Location: LI, NY
Age: 21
Posts: 50
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Quote:
theres only so much testing I can do myself so Iv been relying heavily on what other have been saying about my system and its really awesome that you and others post tips on how i can make this system better. I can totally see what your saying about the clothing thing and i hadn't even taken into acount how cheap and easy it was to replace. Currently I'm working on a newer version of the system with an actual max amount of runes placed in an object. but i can see that what u mentioned would still be a problem and adding certain runes into many different pieces of clothing would become overpowered. so Im deff guna take ur advice into consideration and limit what kinds of runes can be placed into clothing. as for the system that that is out now, its pretty easy to limit the runes that can be placed in clothing: for example, go into the file like CorpRune.cs ( Spell Damage ) or YlemRune.cs (lower reg cost ) and find: Code:
else if ( targeted is BaseClothing ) Code:
else if ( targeted is BaseJewel ) but like I said im working on making a newer version and it'll hopefully be as balanced as possible.. so keep the tips and suggestions comin' thanks
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"from the ground I can touch the sky despite this fight I will never die" -Elysia |
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#33 (permalink) |
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Newbie
Join Date: Jan 2008
Location: Hafnarfjordur Iceland
Posts: 65
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As for ideas, How about some rare dropped items instead of some of the reagents for crafting the runes? For example, for the Flamus rune could be crafted using dropped dragon tongues (red hued mandrake root would work) in addition to the sulfurous ash and rune stone.
Is there a way to make it so only exceptional (crafted) items can be enhanced? Also, I was thinking that maybe the actual installing of the runes might be based off of either tinkering or armslore. That part can be easily changed. |
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#34 (permalink) |
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Newbie
Join Date: Jan 2008
Location: Hafnarfjordur Iceland
Posts: 65
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I was trying to think up logical things for added components that might be used:
Code:
Syllable Effect Meaning Extra Component Aglo Durability Bonus Armor 10 iron ingots Ahm Spell channeling Honesty An Hit dispel Negate or Dispel 10 dispel scrolls Arma Use best weapon skill Weapon or Arms ( Paladin ) Bal Hit leech Stam Evil Beh Regen stam Justice Bet Hit magic arrow Small 5 Magic Arrow scrolls Cah Mage armor / weapon Sacrifice 3 Arcane gems Char Hit lower defence Part 5 curse scrolls Corp Inc. spell damage Death Del Resist cold Cold 3 white dragonscales Des Hit lower attack Lower or Down Dium Resist physical bonus Noble ( Paladin ) 3 black dragonscales Ex Bonus stam Freedom Flam Resist fire Flame 3 red dragonscales Flamus Hit Fire Area Fire ( Paladin ) Dragon tongue (from dragons) Frio Hit cold area Cold ( Pre UO ) Wyrm Heart (from Wyrm and White Wyrm) Furis Hit energy area Fury ( Paladin ) Gra Hit leech hits Drain/Leech or Siphon Grav Hit physical area Field Hur Resist energy Wind 3 blue dragonscales In Luck Make, Create or Cause 7 golden ingots Jux Hit harm Danger, Trap or Harm 5 harm scrolls Kal Hit fireball Invoke 10 fireball scrolls Lor Night Sight Light Lum Lower stat requirments Humility Malas Hit poison area Evil ( Paladin ) Mani Bonus hits Life or Healing Mu Regen hits Compassion Troll's Blood (From Troll and Troll Slasher) Nox Resist posion bonus Poison Om Regen mana Spirituality Ort Bonus mana Magic Pas Lower mana cost After/Beyond Por Bonus dex Move or Movement Quas Hit leech mana Illusion Ra Defend chance Valor Rel Self repair Change Sanct Reflect physical Protect or Protection Sar Inc. weapon damage Pain Summ Cast recovery Honor Tym Inc. weapon speed Time Um Cast speed Shadow Uus Attack chance Rise or Up Vas Bonus str Great 7 strength scrolls Wis bonus int Know/Knowledge Xen hit lightning Creature 10 lightning scrolls Ylem Lower reg cost Matter Zu Enhance potions Sleep |
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#35 (permalink) | |
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Newbie
Join Date: Feb 2005
Location: LI, NY
Age: 21
Posts: 50
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Quote:
thanks
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"from the ground I can touch the sky despite this fight I will never die" -Elysia |
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#36 (permalink) |
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Newbie
Join Date: Dec 2007
Posts: 20
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I really like this feature here, especially for the enhancement of weapons, something I always thought was lacking in UO. I do, however, have some problems with this, and being very new to scripting I am having a tough time resolving them myself.
1.) Is there a way to make a hard cap of one spell on an item? I like how you can apply multiple runes to an item and have their effects stack, but is there a way to make that effect not go above 50, or else have a 1% chance of success when trying to go over that? 2.) Some of the runes seem to add a lot of bang for the buck. Just a few runes and I had a hit fireball 50% weapon. Where can I edit the intensity range? I'd like to mainly use this script on my shard to enhance loot weapons that have, say, hit lightning 38%, to increase it to be in the 40's solidly, making it a more reliable weapon. 3.) Is there a way to alter % chance of success? I saw some things in your script that I *think* would do it, but I am afraid to alter too many numbers, and my shard takes 10 minutes to boot up, so testing through trial and error is a pain. If you could point me in the right direction it'd be helpful. Again, this is an awesome script, but if I put it in it would create HUGE balance problems amongst the pvpers. Can't have insane weapons too easily accessible! -Streblo, EternityUO |
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#37 (permalink) | |
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Newbie
Join Date: Feb 2005
Location: LI, NY
Age: 21
Posts: 50
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Quote:
but i have been getting alot of feedback saying its too easy to make weapons overpowering. I'v been working on making some kind of cap to try and fix this but its extremely tedious because i have to edit every rune individually. if u wana manually add some kind of cap at 50% u could do something like this: ( example for the Kal rune) Code:
else if(Weapon.Attributes.HitFireball <= 50 ) SendMessage( "You cannot enhance that any further."); the intensity can be changed where it says 'int augment' or i'nt augmentper' augmentper if used for runes that add a percent to the item. and to answer ur last question, the sucess chance can be altered by changing the DestroyChance. its sort of a misnomer because it actually displays the chance of sucess. i think the version i have up here the chance is utility.random 5 or 10 (?) not sure. either way , the lower the number, the lower the chance of sucess. it also says 'if ( DestroyChance > 0 ) // Success' its like rolling dice each time u try to add a rune, only the chance includes rolling a 0. if DestroyChance is 5, u have a chance to roll 0 to 5 if u roll anything > 0 u suceed, if u roll a 0 u fail. so u can change both of these factors to increase or decrease the chance of sucess. but once again u'll have to do this for every rune :/. anyway, hope this helps ![]()
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"from the ground I can touch the sky despite this fight I will never die" -Elysia |
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#39 (permalink) | |
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Newbie
Join Date: May 2008
Posts: 38
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Quote:
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