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Old 04-16-2006, 09:43 PM   #1 (permalink)
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Default Body Value caller toggle.

I know someone else has posted on this concerning Yellow Ostards and Ridgebacks but it seems when you disable AOS.cs you lose some of your valid body values. I have found the following to be incorrect

Meer
Ethereal Warriors (Including the Lord Oaks Body)
Ridgebacks

I'm sure there are more but theses are all examples Pre-AOS creatures that have had their body values validity removed by disabling AOS.

I would like a toggle put in to AOS.cs that allows you to override the disabling of body values when disabling AOS thus rendering them valid.

I've searched the core and other scripts and I assume the reason it does this is somewhere in the BodyTypes.bin since the only reference I could find dealing with this was was in the core where it called the body value from this binary.
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Old 04-16-2006, 09:56 PM   #2 (permalink)
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I don't understand what you mean when you say it makes body values invalid. From what I see, there is no reason for BodyTypes.bin to give a different result based on AOS.Enabled, and the IsMonster/etc checks in Body.cs don't take into account AOS.Enabled (and can't, as it is not in the core source). What exactly happens to these body values?
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Old 04-16-2006, 11:54 PM   #3 (permalink)
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Lord Oaks for example appears as a see through human body
Ridgebacks show as yellow ostards
Meer Eternals show as Light blue liches
Meer Mages as Naked bald female characters

it does have some good side effects though you get the old Balron body back w/the massive sword (wrong hue though) and the orginals for wyverns and Ancient wyrms.

What I'm thinking is that since BodyTypes.bin is part of the RunUO package not the source or core that it sends different body types depending on the core that is enabled AOS or No AOS. That is the only explination I can come up with what I'm wanting is the wrong body values to be corrected so they show the proper bodies. All monsters that were introduced from UO: Third Dawn and UO: LBR are showing improperly on the 2d client I haven't checked in 3D though, but reguardless the 3D style artwork was introduced in UO: LBR for the 2D client. A toggle in AOS.cs or a new file directing the Body Caller to pick the proper body values based on if it's set true meaning it will show the proper Pre-AOS artwork valid back to UO:R or set to false (for UO:R and prior) so that people have more flexability in what type of server they are running. UO:R and Prior have no need of this toggle but shards that are Pre-AOS and wanting a UO:LBR or UO:Third Dawn theme will need these corrected to be set up and spawned properly.

Doing this would give added support for Pre-UO:LBR/Third Dawn and For UO:LBR/Third Dawn and for the Post AOS generation of servers.

The Body.cs in the Core reads the body types from BodyTypes.bin on loading the server. My guess is that BodyTypes.bin has information in it that validates different body types based on if AOS is enabled or not.

I remember back when UO: Third Dawn launched people would invis and log off and back in via the 2d client which was resitricted and not allowed access in Ilsh. It would boot you out to Trammel. The Body values showing with AOS disabled are those that showed when you did this but it means there is no support for UO:LBR in the RunUO package with AOS disabled.
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Old 04-17-2006, 12:17 AM   #4 (permalink)
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I apologise, I am mistaken. The core does infact know if the server is being ran as AOS. You know, it is entirely possible that it is the client that switches out the IDs.

Try intercepting the ID that is being sent to the client. If it is the same as the origional ID, you might be out'a luck.
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Old 04-17-2006, 12:36 AM   #5 (permalink)
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Default I took a screen shot to point out what I mean



The different colored Circles around each mob is matched by a dot on it's life bar the AW doesn't have a life bar cause I had too many up so I just squiggled AW over it


It could be the client but I doubt it since they were all changed to the current body values in LBR but if it is then it's an issue with the RunUO program causing the client to do so Since if LBR was supported they would show properly. I'm going to check this in UO's 3D client and will report back my findings to proved the most information possible.

Update: I have checked in the 3D client and the body's show properly it's an issue with how they display in the 2D client only.
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