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Old 10-20-2003, 02:55 PM   #1 (permalink)
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Default Important dicussion! :) About RunUo concept!

So, i just wanted to ask why do RunUo devs copy osi. yeah osi is great, but anyone who want to make something different just emmm... fail...
i diabled AOS. got troubles whith colored weapons (fixed it) 8)
i cant make defensive spells cast together not like osi (1 spell and no more). Just dont know what to.
Many things cant be fixed it's awfull.
So i just wanted to say
PLEASE DEVELOPERS DONT CLONE OSI AND ONLY OSI!!!
make runuo more flexible. and we just common scripters and user will be very happy
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Old 10-20-2003, 03:06 PM   #2 (permalink)
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The goal of RunUO has always been a UO Emulator. That means a copy of OSI. It is a common definable goal that provides a baseline we all can work from.

Another RunUO goal (and reality) is the most extensable and flexable emulator available. You are free to make your version of what UO should be. Starting from the OSI driven base.

Regardless of discussions in this thread, neither of those points will change.
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Old 10-20-2003, 03:07 PM   #3 (permalink)
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RunUO is completely flexible. It is only an OSI clone in its base distribution. You can change it to anything that you like with some minor script changes.

No matter what era or type of UO server you wish to run, OSI is a good base to start from. You can keep what you like, and get rid of what you don't much easier than if RunUO's base distribution was built on its own customizations.
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Old 10-20-2003, 03:13 PM   #4 (permalink)
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Agreed!

I have a totally custom map AND have edited a 'hella' scripts to make them 'jump through hoops' for my custom world.

I perfer editing scripts to tweek them just right (and introducing NEW concepts) than all of the 'bug fixing' i USED to have to do with that OTHER Emu I used to use....
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Old 10-20-2003, 05:10 PM   #5 (permalink)
 
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I realy must aggrey, I had sphere, then changed to RunUO. Now after 2 years of Running a clone OSI shard I have started to make, a totaly new online game, and RunUO server core made that possibly. So If you dont like the way it is done either override the part you dont like or go find another simulator, but be prepared to spend a lot of time, with severe bugs, an non or very littel support
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Old 10-20-2003, 06:55 PM   #6 (permalink)
 
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RunUO is flexible.. almost too flexible.. it's a conspiracy! Ryan, Zippy, and Krrios are out to take over the UO Emu community! It's only a matter of time before they destroy all sense of order in the world and install themselves as figureheads and eventual rulers of the world! WE MUST FIGHT BACK! We must use uncooperative software that does not respond to any changes, such as POL! Or, we must rebel by using systems that contantly crash and have as much flexibility as a 50 ton steel I-Beam, such as Sphere! We must rebel! *Banging at door* NO! THEY'VE FOUND M- *Crashing* AAAAAARRRRRRRRGGGGGGGHHHHHHHH!!! *Static*
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Old 10-20-2003, 07:00 PM   #7 (permalink)
 
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Swa ! tsk...tsk.... you must be me favorit scriptor....keke
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Old 10-20-2003, 07:13 PM   #8 (permalink)
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Note : It is very felxible because i have seen servers where they have taken there OWN images and inserted them into UO such as the DragonBallZ Server.
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Old 10-20-2003, 07:24 PM   #9 (permalink)
 
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Quote:
Originally Posted by Seven
Note : It is very felxible because i have seen servers where they have taken there OWN images and inserted them into UO such as the DragonBallZ Server.
To what emu are you referring?
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Old 10-20-2003, 07:24 PM   #10 (permalink)
 
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I´m dooing that too, its more a client question than server issue realy...
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Old 10-20-2003, 07:56 PM   #11 (permalink)
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lol runuo doh :P
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Old 10-21-2003, 01:22 AM   #12 (permalink)
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Quote:
Originally Posted by Seven
Note : It is very felxible because i have seen servers where they have taken there OWN images and inserted them into UO such as the DragonBallZ Server.
There is a DBZ server?
lol :shock:

The things people come up with to turn into a UO server...
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Old 10-21-2003, 06:59 AM   #13 (permalink)
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yep i agree runuo is flexible
BUT
many not all but many things cant be changed. for example:
1)casting of defensive spells
2)some things in crafting ( im waiting for about 3 or for betas to be complex crafting for Bs made)
3)Thanks to ryan for inserting things with hits it was not changed
4)cannot be changed the casting sequence (i want to make first appear target and then casting, but not first casting and then target appears)
i dont ask for help but i suppose someone knows

but i do agree that runuo is very flexible and the most bugless emu.
but just many things are not (or hardly editable)
*waiting for new beta*
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Old 10-21-2003, 08:25 AM   #14 (permalink)
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you can over ride anything in runuo. you could even theroeticaly rewrite spell casting to target before casting. The thing is it would take some effort on your part, as neither the devs, nor the majority of people here, will skew from their target to write code for someone, but the option has been left open to change any part you wish.
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Old 10-21-2003, 06:17 PM   #15 (permalink)
 
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Quote:
Originally Posted by SkliF [ad hoc]
1) Casting of defensive spells.
2) Some things in crafting.
3) Thanks to Ryan for inserting things with hits, it was not changed.
4) Cannot change the casting sequence. (I want to make the target appear first, then casting.)
1) Done via the spell's script.. and Spellhelper.cs, AOS.cs, and BaseSpell.cs I think!
2) Such as? Anything is edittable, as proven by my shard..
3) What are you talking about? Item hitpoints?
4) Also done via the spell's script, SpellHelper.cs, and BaseSpell.cs
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Old 10-21-2003, 06:23 PM   #16 (permalink)
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98% if everything in the releases can be coded.

Even guilds COULD be recoded if you want to. However, by default they are in the core.

Few minor things, nothing important is in the Core at this point.
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Old 10-21-2003, 06:29 PM   #17 (permalink)
 
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Ryan / Zippy / Krrios, if you stumble over this, how much would I have to beg for the Guild scripts? Not removed or anything.. I just want the scripts.. the ones I made are wrought with error.. :?
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Old 10-21-2003, 06:44 PM   #18 (permalink)
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lol guild scripts? you mean to like change [chaos] [order] to anything you want?
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Old 10-21-2003, 06:56 PM   #19 (permalink)
 
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Nah, I mean the guild scripts.. you do know what a guild is, right?

Y'know.. that thing with the 3 letter abbreviation (Why is the word abbreviation so damn long? They need an abbreviation for the word abbreviation, how's that for backwards logic?) and the titles and all that.. ohhh yeh THAT thing!
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Old 10-21-2003, 08:28 PM   #20 (permalink)
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You don't NEED the Guild scripts... You can use overrides to re-write them anyway you want...
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Old 10-22-2003, 05:41 PM   #21 (permalink)
 
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Aye, that I can.. but I'm the anal retentive type who doesn't like to see wasted space and memory, especially since I'm doing this just to max out the efficiency of a RunUO shard (Already very efficient, improvements are hard to come by..) as best I can.. mostly just to learn all of RunUO related C#..
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Old 10-22-2003, 06:21 PM   #22 (permalink)
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If you use inhereted classes, you won't be added to the memory usage. Once the scripts are compiled, that's it. They're done. As for adding to the bloat, you'd end up adding 1(one) file.
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Old 10-23-2003, 12:22 PM   #23 (permalink)
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1) Done via the spell's script.. and Spellhelper.cs, AOS.cs, and BaseSpell.cs


Casting of Defensive spells cant be done.
tested.
tried everything.
cant do it.
damn.
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Old 10-23-2003, 02:22 PM   #24 (permalink)
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I'm 99.9% certain it can be done. Define what you mean by "casting of defensive spells"
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Old 10-23-2003, 06:18 PM   #25 (permalink)
 
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If you're attemping to make a new defensive spell, then yes, you can.
If you're attempting to make defensive bonuses stack, then yes, you can.
If you're attempting to make defensive spells more powerful, then yes, you can.
If you're attempting to remake an existing spell, then yes, you can.
If you're attempting to allow multiple casts of the same defensive spell, then yes, you can.
If you're attempting to increase the duration of a defensive spell, then yes, you can.

The list goes on.. just ask me how, I'll be glad to get back to you with a way. Tell me in detail what you're trying to accomplish, and I'll tell you how to do it.

Oh, and guess what? All are modified via the spells script, BaseSpell.cs, and SpellHelper.cs..
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