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Old 05-31-2004, 05:36 AM   #1 (permalink)
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Default Carpenter and Fletcher BODS

Summary:
This is a package for carpenter and Fletvher BODs using my old wood system.

Description:
There are 9 dif types of wood to this system and one new ore also i have created a basefurniture class to allow for furniture to be crafted with custom woods to take on the hue and name of wood also is included runic fletchers tools and a runic saw

Installation:
replace files with ones provided in zip modify them acordingly to your shard the main work is done but you will probably need to do some small editing to fit your needs. If you are new to scripting back up your old files before attempting to install this system

You will have to change some code in playermobile for next fletcher and carpenter bodtime

exsample

Code:
private DateTime m_NextSmithBulkOrder;
		private DateTime m_NextTailorBulkOrder;
                private DateTime m_NextFletcherBulkOrder;
                private DateTime m_NextCarpenterBulkOrder;
and also futher down in the script just add like smith and tailor pretty simple if looking at it
Attached Files
File Type: zip Carp and Fletch BODs.zip (75.1 KB, 1134 views)
File Type: zip Carp and Fletch BODs 2.zip (28.1 KB, 875 views)
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Old 06-02-2004, 01:30 PM   #2 (permalink)
 
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do i need to add the ore scripts because i used a custom ore script in mine?
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Old 06-02-2004, 02:22 PM   #3 (permalink)
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um you will have to edit the ores script yes but it shouldnt take you too long to do since its basiclly just adding in the ores you have into it. might take you a hour or so to do but shouldnt be that difficult
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Old 06-02-2004, 03:51 PM   #4 (permalink)
 
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what does the ore script do for fletchering and carpetry
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Old 06-02-2004, 04:20 PM   #5 (permalink)
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what ore script the oreinfo.cs??? it classifies what type there is a wood section in it so it doesnt just run off reg ore when you look at it you will see when crafting from wodd whether it be furniture or bows it will take hue and name of wood it will also provide for bows dif attributes similar to ores on weapons or shields
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Old 06-02-2004, 06:08 PM   #6 (permalink)
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Might want to include a readme file to include core changes required.
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Old 06-02-2004, 11:00 PM   #7 (permalink)
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Default Forgot to include in zip

these arent in the zip

Code:
- Error: Scripts\Custom\Custom Ores Bods and Elementals\Done\Bods\BulkOrders\LargeCarpenterBOD.cs: CS0246: (line 249, column 19) The type or namespace name 'LumberjackAxe' could not be found (are you missing a using directive or an assembly reference?)
 - Error: Scripts\Custom\Custom Ores Bods and Elementals\Done\Bods\BulkOrders\LargeFletcherBOD.cs: CS0246: (line 249, column 19) The type or namespace name 'LumberjackAxe' could not be found (are you missing a using directive or an assembly reference?)
 - Error: Scripts\Custom\Custom Ores Bods and Elementals\Done\Bods\BulkOrders\SmallCarpenterBOD.cs: CS0246: (line 147, column 20) The type or namespace name 'SturdyAxe' could not be found (are you missing a using directive or an assembly reference?)
 - Error: Scripts\Custom\Custom Ores Bods and Elementals\Done\Bods\BulkOrders\SmallCarpenterBOD.cs: CS0246: (line 158, column 19) The type or namespace name 'LumberjackAxe' could not be found (are you missing a using directive or an assembly reference?)
 - Error: Scripts\Custom\Custom Ores Bods and Elementals\Done\Bods\BulkOrders\SmallFletcherBOD.cs: CS0246: (line 147, column 20) The type or namespace name 'SturdyAxe' could not be found (are you missing a using directive or an assembly reference?)
 - Error: Scripts\Custom\Custom Ores Bods and Elementals\Done\Bods\BulkOrders\SmallFletcherBOD.cs: CS0246: (line 158, column 19) The type or namespace name 'LumberjackAxe' could not be found (are you missing a using directive or an assembly reference?)
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Old 06-02-2004, 11:14 PM   #8 (permalink)
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opps here it is
Attached Files
File Type: cs LumberjackAxe.cs (1.5 KB, 262 views)
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Old 06-03-2004, 07:18 AM   #9 (permalink)
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Could you please say what you added to the distro scripts please ?

Thanks,
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Old 06-03-2004, 06:17 PM   #10 (permalink)
 
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still missing the SturdyAxe Script!
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Old 06-03-2004, 06:47 PM   #11 (permalink)
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I made one for myself and everyone else,
Attached Files
File Type: cs SturdyAxe.cs (1.5 KB, 240 views)
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Old 06-04-2004, 12:45 AM   #12 (permalink)
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Dont know if its just me but when trying to fill a smallfletcherbod with any wood other than normal it doesnt accept it and say 'items must be crafted with "resource" '

Someone else check this as well
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Old 06-06-2004, 10:54 PM   #13 (permalink)
 
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Josh,

I am using default Distro of RunUO 1.0

After installing the baseweapon included in your zip I get the following errors when it tries to load artifacts that come in the RunUO distro.

Scripts: Compiling C# scripts...failed (7 errors, 0 warnings)
- Error: Scripts\custom\New Artifacts\SwordOfFire.cs: CS0115: (line 42, column
24) 'Server.Items.SwordOfFire.GetDamageTypes(Server.Mo bile, out int, out int, ou
t int, out int, out int)': no suitable method found to override
- Error: Scripts\Items\Weapons\Artifacts\Frostbringer.cs: CS0115: (line 23, col
umn 24) 'Server.Items.Frostbringer.GetDamageTypes(Server.M obile, out int, out in
t, out int, out int, out int)': no suitable method found to override
- Error: Scripts\Items\Weapons\Artifacts\SerpentsFang.cs: CS0115: (line 24, col
umn 24) 'Server.Items.SerpentsFang.GetDamageTypes(Server.M obile, out int, out in
t, out int, out int, out int)': no suitable method found to override
- Error: Scripts\Items\Weapons\Artifacts\StaffOfTheMagi.cs: CS0115: (line 24, c
olumn 24) 'Server.Items.StaffOfTheMagi.GetDamageTypes(Server .Mobile, out int, ou
t int, out int, out int, out int)': no suitable method found to override
- Error: Scripts\Items\Weapons\Artifacts\TheDragonSlayer.cs : CS0115: (line 25,
column 24) 'Server.Items.TheDragonSlayer.GetDamageTypes(Serve r.Mobile, out int,
out int, out int, out int, out int)': no suitable method found to override
- Error: Scripts\Items\Weapons\Artifacts\TheTaskmaster.cs: CS0115: (line 24, co
lumn 24) 'Server.Items.TheTaskmaster.GetDamageTypes(Server. Mobile, out int, out
int, out int, out int, out int)': no suitable method found to override
- Error: Scripts\Items\Weapons\Artifacts\ZyronicClaw.cs: CS0115: (line 24, colu
mn 24) 'Server.Items.ZyronicClaw.GetDamageTypes(Server.Mo bile, out int, out int,
out int, out int, out int)': no suitable method found to override
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.
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Old 06-06-2004, 11:26 PM   #14 (permalink)
 
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Just a note- this is obviously intended for beta 36, too many errors and changes from RunUO 1.0 Baseweapon and Armor.
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Old 06-07-2004, 12:30 AM   #15 (permalink)
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Opps thought i had done this for 1.0 lol i got like 5 dif servers i work on to mod them and testing ill get a 1.0 version out soon
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Old 06-07-2004, 12:46 AM   #16 (permalink)
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heres my baseweapon i removed my custom ores should work with the package and 1.0 as it works for my 1.0
Attached Files
File Type: zip BaseWeapon.zip (15.7 KB, 134 views)
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Old 06-13-2004, 03:17 AM   #17 (permalink)
 
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How do I change the timer to 6 hours between BOD's, like the smith and tailor deeds are? I'm getting these too fast.

Update: Nevermind, I figured it out. And yes, I AM a numbskull for asking before I looked.
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Old 06-13-2004, 02:05 PM   #18 (permalink)
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Question Saw works great on 1.0 just one ?

Im trying to add the saw to my runic vendor with this line of code.

Add( new GenericBuyInfo( "Copper Carpenter's Tool",typeof( runicsaw ), 7500, 20, ????, ????, new object[] { CraftResource.Copper }) );

The problem im haveing is when purchased from the vendor it looks like a runic fletchers tool? What do i need to correct this? I think it has todo with the ? are where numbers that define the gump? But cant figure out the numbers for saw??

Thanks
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Old 06-20-2004, 01:12 PM   #19 (permalink)
 
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I'm still having problems with the rewards for this system. The small BOD's will give out runics even if your BOD is a simple '20 normal wooden shield' one, and the large BOD's don't give you anything at all for the most part. I've looked at the scripts for them, and see where the rewards are listed, but being a newb, I can't figure out what the problem is. Also, the gloves of lumberjacking don't tell you what the bonus is, they just say "Lumberjacking Bonus +`1_yew`". Lastly, what is the Lumberjack Axe supposed to do? I don't see where it has any bonuses or effects at all. Please help me, as this system rocks otherwise and I'd love to be able to keep it on my shard.
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Old 06-21-2004, 05:33 PM   #20 (permalink)
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I need help with this adding my custom ore and woods, we have a few issues after my work, that i just am not good enough to wrinkle out
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Old 06-21-2004, 06:38 PM   #21 (permalink)
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What problems are you haveing flowerbud
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Old 06-24-2004, 01:26 AM   #22 (permalink)
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The bods are coming out sometimes saying one type, but then you open it, and its actually another kind. also sometimes the tailor bods come back out weird from the bulk order book and say a resource for wood instead of leather, and we were having some kind of crash bug sometimes when filling carpenter bods. i had to take them out until i can get someone to work it over
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Old 06-24-2004, 01:38 AM   #23 (permalink)
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Quote:
Originally Posted by warduke
Im trying to add the saw to my runic vendor with this line of code.

Add( new GenericBuyInfo( "Copper Carpenter's Tool",typeof( runicsaw ), 7500, 20, ????, ????, new object[] { CraftResource.Copper }) );

The problem im haveing is when purchased from the vendor it looks like a runic fletchers tool? What do i need to correct this? I think it has todo with the ? are where numbers that define the gump? But cant figure out the numbers for saw??

Thanks

If you open up RunicSaw.cs and head to about line 46 you will see...

Code:
      [Constructable] 
      public RunicSaw( CraftResource resource ) : base( resource, 0x1022 ) 
      {
Change that there too this...

Code:
      [Constructable] 
      public RunicSaw( CraftResource resource ) : base( resource, 0x1034 ) 
      {
and you should be good to go...
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Old 06-24-2004, 06:08 PM   #24 (permalink)
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Quote:
Originally Posted by flowerbudd
The bods are coming out sometimes saying one type, but then you open it, and its actually another kind. also sometimes the tailor bods come back out weird from the bulk order book and say a resource for wood instead of leather, and we were having some kind of crash bug sometimes when filling carpenter bods. i had to take them out until i can get someone to work it over

If you want to pm me the files i'll see what if i can it working for you.
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Old 06-26-2004, 07:46 PM   #25 (permalink)
 
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Default STILL having problems with my BOD rewards

I really need some help.....I've tried as best I can to fix this, but I'm stumped.

My large carpenter BOD's give out rewards, but no gold.
My large fletcher BOD's give out gold, but no rewards.

And for some reason, my fletcher BOD's only use composite bows and repeating crossbows.

I'd really appreciate any advice any of you could give me.
Attached Files
File Type: cs LargeCarpenterBOD.cs (9.5 KB, 48 views)
File Type: cs LargeFletcherBOD.cs (9.5 KB, 45 views)
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