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#1 (permalink) |
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Join Date: Feb 2004
Location: Canada eh
Posts: 413
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Summary:
Have you wanted to let your players ply the trade of ship building? Here's how. This script implements DefShipwright, ShipwrightTools and several component parts for the crafting of ships. This version was designed to not require any files except this script file. No mul changes no graphics changes, it simply re-uses any existing graphics already in the base distribution. This is my first script all comments are welcome, and I'd like to thank a few folks on the forums who helped with some misc. info. Thanks to Ignacio Vazquez-Abrams, GM Robin, bleis, GoldDraco13 and jrocks, every little bit helps. editted Apr 11 2004: ----------------------------- NOTE: works perfectly on Beta 36 and v1.0 RC0 ----------------------------------------------------- Hope you enjoy! Description: NOTE 1: Specifically ignores the key, hold, tillerman and a few other items. I considered using a key or a pair of keys, a crate for the hold, and a service contract to bind a tillerman. I even remotely considered needing an unmarked rune to justify being able to recall to your key to get back to your boat. But dismissed it just so that I could limit the crafting gump to one menu page in each category. NOTE 2: There is a bug in RUNUO Beta 36 CraftItem.cs for more details see: Stat Gain This only affects new craft menus like my DefShipwright, that use the final parameter for a string message when you do not have enough resources. Instead of displaying the string for the message it displays the string for the object name. The following fix can be applied to CraftItem.cs at approximately line 523 and line 648 ( of a clean Beta 36 build) : Change Code:
message = res.NameString; Code:
message = res.MessageString; A) Implement replacement boat classes that allow makers mark, and perhaps variable hold sizes. B) Use a multi for the mast and assembled fixtures, or simply change them to deeds. Please send me any comments on whether you like the large mast, want a full multi version, or the simpler deed. Installation: Place in your personal custom scripts folder, and [add ShipwrightTools to play with it. To add the tools to the tinkers craft menu, add the following to Scripts/Engines/Craft/DefTinkering.cs: Code:
AddCraft( typeof( ShipwrightTools ), 1044046, "shipwright tools",
20.0, 70.0, typeof( IronIngot ), "iron ingots", 3, 1044037 );
Scripts/Mobiles/Vendors/SBInfo/SBShipwright.cs To add the tools to the Tinker Vendor you would add the following to Scripts/Mobiles/Vendors/SBInfo/SBTinker.cs: Code:
Add( new GenericBuyInfo( "shipwright tools", typeof( ShipwrightTools ), 30, 20, 0x1EBA, 0 ) ); Added ShipKit.cs Expansion for Shipwright.cs adds pre-packaged kits for playing with your ship building skills. Drop in your custom script folder and [add AdvancedShipKit or [add BasicShipKit ----------------------------------------------------------------------------------------------------------------------------------- awdball · NON-beligerent Forum Member · · · · ;^) · · · · RUNUO-FAQ · · [CODE] Post CODE inside tags [/CODE] The team for moderation on RUNUO Forums · · · · HelpSomeone · · CAPitalizaTION Counts m_BeCareful! (old school c coder learning and luvin c#) · · · · · · · Great C# Tutorial · · Good forum searching tips
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awdball |
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#5 (permalink) | |
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Join Date: Feb 2004
Location: Canada eh
Posts: 413
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Quote:
Code:
[add Nails
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awdball |
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#7 (permalink) | |
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Join Date: Feb 2004
Location: Canada eh
Posts: 413
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Quote:
Anyone tested this with green scales yet? I know I will when I get back to my gaming system. I guess I might have to edit this to include the whole SetUseSubRes and AddSubRes...
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awdball |
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#8 (permalink) | |
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Join Date: Feb 2004
Location: Canada eh
Posts: 413
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Quote:
I updated the file attached to include this fix, so either download again or simply change RedScales to BaseScales.
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awdball |
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#9 (permalink) |
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Join Date: Jun 2003
Age: 31
Posts: 181
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Sounds very cool, cant wait to try it out.
Do you think you could include instructions in the rar in the future, makes it a bit easier. ![]()
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The original Lord of the Rings Shard -Coming back soon!- (After I get back from Iraq) Admin Tremerelord-Shard Loremaster-Steward of Gondor |
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#10 (permalink) | |
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Join Date: Feb 2004
Location: Canada eh
Posts: 413
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Quote:
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awdball |
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#16 (permalink) |
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Join Date: Feb 2003
Posts: 103
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Great Idea! I was thinking about a neat add in for this script. If the custom boats are made in felucca then the player could add working canons that could be used to shoot other custom boats. The custom boat would have hit points and if hit enough times by an attacking boat, it would then stop and unlock, allowing attacker to board vessel. The owner of the boat would then have to go to a carpenter who could make a repair deed to repair the boat. War out on the water! I think the script it great alone just thought I would post this idea. I know this would be comples to do but cool none the less!
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#17 (permalink) | |
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Join Date: Feb 2004
Location: Canada eh
Posts: 413
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Quote:
I like the idea about doing damage to unlock the plank, similar to beating beetles into submission before you start taming.
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awdball |
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#18 (permalink) | |
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Join Date: Feb 2003
Posts: 103
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#19 (permalink) |
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Dream Sage
Join Date: Jul 2003
Location: Great Northern Wisconsin
Posts: 841
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Um ok i tryed to download this to take alok at it and either something is wierd but the format doesnt seem to be right when i open it with notepad looks all funny
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To walk among the few of understanding Admin of Geia Adventures A dead Shard no longer in existsance |
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#20 (permalink) | |
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Join Date: Feb 2004
Location: Canada eh
Posts: 413
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Quote:
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awdball |
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#21 (permalink) |
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Dream Sage
Join Date: Jul 2003
Location: Great Northern Wisconsin
Posts: 841
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if anything just serve up a text version its easy enough to put a .cs at end to save lol
but got it anyways thanks
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To walk among the few of understanding Admin of Geia Adventures A dead Shard no longer in existsance |
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#22 (permalink) |
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Join Date: Feb 2004
Location: Canada eh
Posts: 413
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I cut-n-pasted it back onto itself to include the CR-LF pairs., but darn, now my download count is back to zero 'cause it's a new file. I had about 70 dnloads before I re-uploaded. That's not important, as long as folks can use it.
--------------------------------------------------------- awdball (old school c coder learning and luvin c#)
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awdball |
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#23 (permalink) |
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Dream Sage
Join Date: Jul 2003
Location: Great Northern Wisconsin
Posts: 841
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most people using notepad will also have wordpad so no worries just nice to know what your using to write it in so can open
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To walk among the few of understanding Admin of Geia Adventures A dead Shard no longer in existsance |
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#25 (permalink) |
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Join Date: Nov 2003
Location: Holland
Posts: 138
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When i put it in my customs folder and go ingame and type:
[add Shipwright Tools it say: usage shipwright tools and nothing happens? I looked at the script ( i am new at this) it seems to me like there are two scripts in there. Shipright.cs and shipwright tool.cs. Do i have to cut and paste them into two separates maybe? What do i need to do to get it working and not get mesage :usage shipwright tool ??? Greetz |
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