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#1 (permalink) |
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*flop*
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Summary:
This system allows you to have weapons on your shard that can be modified by installing different augmentations. Every aspect of this system can easily be completely customized to your specifications. I have contained detailed documentation as to how you can modify this system to your needs. Let me just tell you this, I have spent a great deal of time balancing this system to work with the stock RunUO distro, it is recommended that if you create your own weapons and augmentations that you keep that in mind. The documentation is available at the tail-end of this file. Description: ******************************************* *SOCKETED WEAPON SCRIPT CUSTOMIZATION* ******************************************* WEAPON SOCKET AMOUNT DETERMINATION The amount of sockets each weapon has varies with its speed, as you can see in the weapon socket tables below: Weapon Speed # Of Sockets 30 or less 4 31 to 40 3 41 to 50 2 51 to 60 1 Weapons typically will not have more than 4 sockets because of balance. You are able to change that though if you choose to do so. The amount of sockets each weapon has is set via the script for that particular weapon, or you can do it with the [props or [set commands. CHANGING THE DROPRATES Droprate Tables (displayed as probability) The default droprates for the weapons are as follows: One socketed weapon: 1:400 Two socketed weapon: 1:800 Three socketed weapon: 1:1200 Four socketed weapon: 1:2400 The default droprates for the augmentations are as follows: One socket augmentation: 1:200 One socket augmentation: 1:400 One socket augmentation: 1:800 One socket augmentation: 1:1600 Special socket augmentation: 1:4800 You are able to change the droprates in the following file: \*\RunUO\Scripts\Engines\AI\Creature\BaseCreature. cs The only thing required to change the droprates is modifying one of the variables. I will give you an example so you can have something to go by when you change the droprates if you so choose. Let's say, for isntance, that you wanted to change the droprate for the "One Socketed Weapons". What you would do is proceed to open the file: \*\RunUO\Scripts\Engines\AI\Creature\BaseCreature. cs and scroll down to the line that contains the following code: private int m_OneSocketRoll = Utility.Random( 400 ); The droprate for the "One Sockted Weapons" is 1:400 and all you would have to do is change that number 400 to any number you choose. If you were to change it to 800, you would decrease the droprate, and if you lower the number then you will increase the droprate. If you wanted double the droprate, you would change that variable to look like the following: private int m_OneSocketRoll = Utility.Random( 200 ); I hope that is enough information to get you started with customizing the script to match your shard. I personally would recommend you leave the default values until you get familiar with the script running on your shard. CREATING YOUR OWN SOCKETED WEAPONS In order to get an idea as to how to create your own socketed weapons, I would recommend you take a look at some of the weapons that come with this script. You can find those files in the following directory (it will vary depending upon where you installed it): \*\RunUO\Scripts\*\Socketed Weapon System\Socketed Weapons\ All of the socketed weapons use the original weapon as a base and we basically add the sockets from there and rename the weapon to a socketed weapon. For example, the "Socketed Katana", if you were to look in the file for that weapon it woud look like this: PHP Code:
we are simply renaming the "katana" to a "Socketed Katana" with the following line of code: public class SocketedKatana : Katana The next thing that we are doing is adding the sockets, that is a couple more lines down. We have to set the max amount of sockets. We do this with the following 2 lines of code: UsedSockets = 0; MaxSockets = 2; That is basically how you create your own socketed weapons! I know it was breif, however you should not have a general idea of how this is done. It is not very difficult by any means. CREATING YOUR OWN AUGMENTATIONS This is a little bit more difficult than creating a socketed weapon, however it is not extremely difficult. You should be able to knock this one out pretty quick if you made it this far. Creating your own augmentations has quite a few steps involved because they do a lot for your socketed weapons. I would recommend you take a look at one of the current augmentations to get an idea of how they work, then we can continue. Let us look at the augmentation entitled "Accrual Of Reception", that file is available in the following directory (it will vary depending upon where you installed it): \*\RunUO\Scripts\*\Socketed Weapon System\Augmentations\ The augmentations can do many, many things; they are limited to what properties a weapon can have. If you log into your shard you can do [props on any weapon and you can change any one of those peoperties with an augmentation. You are even able to change the hue. We will not get into that really, let us look at a simple, straight- forward example that will allow you to understand completely what is going on. I ask that you have the file for the "Accrual Of Reception" open as a reference while looking at the following examples. When a player finds an augmentation, they need to know what the augmentations name is, it is plainly obvoius where that is defined. If you have custom augmentations, you may want them to have custom hues so they stand out from the default augmentations. This is done, for example on line 21 of AccrualOfReception.cs. I will leave it up to you to find out which hue number you want your augmentations to be, since there are so many different methods and hues. The next thing is, informing the player of what the augmentation is capable of, and we do this starting on line 27: PHP Code:
that we want up there, but we want to keep it to where we are basically telling the player every single property that the augmentation effects on the weapon. You can add or remove lines as necessary. Now the game needs to know what properties of the weapon that we want to change on the weapon, so on line 93 you will see where we tell the game what this augmentation is effecting. All of this is only if the player succeeds in combining the augmentation with the weapon, the code is as follows: PHP Code:
change the above code to your liking. We now want to add the augmentation to the list of installed augmentations so when people look at the stats of the weapon they will know why the stats are modified in the manner that they are: Weapon.AugmentList = Weapon.AugmentList + "\n" + m_Augmentation.Name; For effect we will play the anvil sound so the player knows that it happened, audibly, as well as players nearby: from.PlaySound( 0x2A ); // Anvil After that, we want to let the player know that they were successful combining the augmentation with the weapon so we will send them a system message, kind of like what we did when they double clicked on the augmentation: from.SendMessage( "You have successfully enhanced the weapon!" ); Now we want to delete the augmentation of course, so that the player can never use it again: m_Augmentation.Delete(); What if the player failed while trying to combine the augmentation with the weapon? Well, we have our messages that we want to send to the player, plus we want to damage the weapon a little bit because the player is working the weapon (line 110): PHP Code:
because they are making drastic changes and they need to be taking a risk, so we have the following code on line 118: PHP Code:
m_Augmentation.Delete(); Although there are a lot of other little things included in each augmentation, I will not go over them in this tutorial as you will learn them as you play with the system a little more. I hope this gives you enough information on how to create your own augmentations for your socketed weapons. ADDING YOUR CUSTOM AUGMENTATIONS AND SOCKETED WEAPONS TO CREATURE DROPS Of course you want players to be able to get ahold of your fine work, so I will explain on how to implement your custom augmentations and weapons into the drop system that is included in this script. SOCKETED WEAPON If you created a one socket socketed weapon you would want to add the following code to \*\RunUO\Scripts\Engines\AI\Creature\BaseCreature. cs: PHP Code:
PHP Code:
you need to remember that it is case sensitive. The reason I changed the roll number is pretty obvious, I want it to be a different number than any other number that is attached to any other weapon that is a one socketed weapon. The next thing that you will want to change is the following: PHP Code:
for to drop. AUGMENTATION If you created your own custom augmentation you will have to change to open the following file: \*\RunUO\Scripts\Engines\AI\Creature\BaseCreature. cs. If your augmentation only takes up one socketd, then you will want to modify the following code: PHP Code:
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you need to remember that it is case sensitive. The reason I changed the roll number is pretty obvious, I want it to be a different number than any other number that is attached to any other augmentation that takes up a single socket. The next thing that you will want to change is the following: PHP Code:
are rolling for to drop. THAT'S ALL FOLKS That is all of the information that I can think of off the top of my head. If you still need more assistance, refer to the contact information at the bottom of this text file. ******************************** *AUTHOR CONTACT INFORMATION* ******************************** Do you need additional assistance? Would you like to submit your custom augmentations for other users to download? You can do all of that at the following URL: <URL removed due to user being banned REPEATEDLY for spamming this forum with that site> We offer full support on any script we release. Thanks for your interest in our wonderful script! Installation: *********************** *SCRIPT INSTALLATION* *********************** Installation is as simple as 1-2-3
|YOU WILL BE MODIFYING THE FOLLOWING FILES| ---------------------------------------------------------- \*\RunUO\Scripts\Items\Weapons\BaseWeapon.cs \*\RunUO\Scripts\Engines\AI\Creature\BaseCreature. cs ------------------------------------------------------------------------------------------------------- Open the file: \*\RunUO\Scripts\Items\Weapons\BaseWeapon.cs ------------------------------------------------------------------------------------------------------- PHP Code:
Open the file: \*\RunUO\Scripts\Engines\AI\Creature\BaseCreature. cs ---------------------------------------------------------------------------------------------------------------- PHP Code:
PHP Code:
|YOU ARE DONE MODIFYING THE RUNUO FILES| -------------------------------------------------------
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boo! AHHH :confused: |
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#2 (permalink) |
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Account Terminated
Join Date: May 2004
Posts: 1,161
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You didn't write this script.
So where is the credit towards that lame ass website <URL Deleted>.com? Yes the site was lame, the owner was a fark tard, but he posted the system he worked on it, and he posted it, thus you need to give him credit for the lame work he did. Don't you dare say you didn't use it your post is exactly from the install.txt Also in the future please only post scripts for the current version, unlike that lame site, we don't support older versions. Why is the second person who has taken credit for this script. If i was somebody learning C# I wouldn't take credit for this script. I wil tell you its not written correctly, it has many issues, and does stuff really a weird way which can cause problems. |
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#3 (permalink) |
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Forum Expert
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this is great i got my head bit off like that bat with ozzy for posting this, and this one didnt even rename the winzip file.. and theres a better one with armor/shields for 1.0 and 36 someone posted! ROFL im sorry thats a really really really sad repost that i stole n reposted..
and i agree on the thing above bout <URL Deleted>.com |
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