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Old 12-09-2005, 04:38 PM   #1 (permalink)
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Default Custom Ores

can anyone tell me in wich file i can add new ingot types in blacksmithy gump? where i chose from wich ore to do items? i did my custom ores but i duno where to add them to blacksmithy gump :/ Help plz
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Old 12-09-2005, 04:40 PM   #2 (permalink)
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You could try looking at one of the sets of custom ores in the Submission section. Daat's is always a good one to look at. Other than that, I don't really know. DefBlacksmith script maybe.
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Old 12-09-2005, 04:44 PM   #3 (permalink)
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editing ores or adding new ones, is not a walk in the park. You have to edit blacksmithy files, oreinfo, baseweapon, basearmor, hammers, axes, shovels, Bods, i HIGHLY suggest using daat99's system
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Old 12-09-2005, 04:56 PM   #4 (permalink)
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I edited oreinfo, ore, ingots, defblacksmithy, and it works just fine, its colorizing items, can be metled etc, but ore and ingots dont have any name...

its writen : Exceptional `1_oretype``2_armortype'
where the name of metal should be... any one know what is going on?

edit
i edited basearmor and weapon as well but the problem is the same, name of ore/ingots are strange...

Last edited by Nataq; 12-09-2005 at 05:13 PM.
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Old 12-09-2005, 05:46 PM   #5 (permalink)
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if your getting that message, it means you have not done something or not something correctly.

You should use a pre-modified system that does what you want, will be easier for you to understand.
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Old 12-09-2005, 05:50 PM   #6 (permalink)
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Is there anyone who could answer my question? :/

Code:
public override void AddNameProperty( ObjectPropertyList list )
		{
			if ( Amount > 1 )
				list.Add( 1050039, "{0}\t#{1}", Amount, 1027154 ); // ~1_NUMBER~ ~2_ITEMNAME~
			else
				list.Add( 1027154 ); // ingots
		}
this is script for giving name for ingots and this

Code:
public override void AddNameProperty( ObjectPropertyList list )
		{
			if ( Amount > 1 )
				list.Add( 1050039, "{0}\t#{1}", Amount, 1026583 ); // ~1_NUMBER~ ~2_ITEMNAME~
			else
				list.Add( 1026583 ); // ore
		}
is code for giving names for ores, maybe someone will know what to do?

My new custom ore (Blaradian) dont have got name in ores, ingots and crafted items.... plz help
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Old 12-09-2005, 05:59 PM   #7 (permalink)
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Quote:
Originally Posted by Nataq
Is there anyone who could answer my question? :/

Code:
public override void AddNameProperty( ObjectPropertyList list )
		{
			if ( Amount > 1 )
				list.Add( 1050039, "{0}\t#{1}", Amount, 1027154 ); // ~1_NUMBER~ ~2_ITEMNAME~
			else
				list.Add( 1027154 ); // ingots
		}
this is script for giving name for ingots and this

Code:
public override void AddNameProperty( ObjectPropertyList list )
		{
			if ( Amount > 1 )
				list.Add( 1050039, "{0}\t#{1}", Amount, 1026583 ); // ~1_NUMBER~ ~2_ITEMNAME~
			else
				list.Add( 1026583 ); // ore
		}
is code for giving names for ores, maybe someone will know what to do?

My new custom ore (Blaradian) dont have got name in ores, ingots and crafted items.... plz help
I already provided you with an answer.

Without the entire class I cannot help you, but you still should use a system written by somebody, to avoid issues like this.

Anyways this is wrong:

Code:
list.Add( 1050039, "{0}\t#{1}", Amount, 1027154 ); // ~1_NUMBER~ ~2_ITEMNAME~
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Old 12-09-2005, 06:16 PM   #8 (permalink)
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Code:
list.Add( 1050039, "{0}\t#{1}", Amount, 1027154 ); // ~1_NUMBER~ ~2_ITEMNAME~
I think it would be
Code:
list.Add( 1050039,  String.Format("{0}\t#{1}", Amount, 1027154) );
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Old 12-09-2005, 06:24 PM   #9 (permalink)
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but i dont want to use someone scripts :/ i want to write my own :/
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Old 12-09-2005, 07:32 PM   #10 (permalink)
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Quote:
Originally Posted by Nataq
but i dont want to use someone scripts :/ i want to write my own :/
Why don't you look at how its done the correct way first?

Then do it yourself?

Because what your trying is not even close to being correct.
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Old 12-09-2005, 11:00 PM   #11 (permalink)
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theres use to be a realy good tutorial, doubt its accurate anymore though

i suggest downloading daats system and looking at how hes changed the files and then based on his edits, create your own
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Old 12-13-2005, 12:07 PM   #12 (permalink)
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i did it my way and its working really great, evrything i did for now was correct, the names was badly displayd becuse i didnt changed anything i cliloc.enu file i uo folder, i added string to this file and now i just must give this files i package to players
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Old 12-14-2005, 08:04 AM   #13 (permalink)
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Way to go Nataq!

While reading this, my first guess was cliloc, but usually that comes with a nice error making the blame easier to place there. I am very proud of you for persevering dispite certain naysayers. However, I must back up the general principal, that if there is something written that does mostly what you wish, then exploring that work is often very instructive. ((Personally Datt99 and XxSPIDERxX are far and wide the two scripters I've found to be most thorough and least likely to create "buggy crap".)) And yet on the other hand that method also leads to stagnation and assumptions that there is only one correct, or propperly functioning, way to do a given task. The beauty of programming is that there are often countless methods to accomplish the same thing. Some of those ways just haven't been invented yet.

Again, wtg Nataq!
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Old 12-16-2005, 05:43 PM   #14 (permalink)
 
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Hi! The problem was indeed cliloc related. They're pesky little things, and I ran into stupid stuff I didn't understand. This thread: GetProperties problem was REALLY helpful, and uncovered a couple of little "secrets" about clilocs and ObjectPropertyList. Hope it's of use!
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