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#51 (permalink) |
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Forum Novice
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Hmm,... I tried the Post office stone 1.9 and got the following error:
Code:
- Error: Scripts\Custom\Modified\Misc\CharacterCreation.cs: CS0246: (line 16, c olumn 4) Der Typ oder Namespace 'newChar' konnte nicht gefunden werden. Mögliche rweise fehlt eine Anweisung oder ein Assemblyverweis. - Error: Scripts\Custom\Modified\Misc\LoginStats.cs: CS0246: (line 13, column 2 2) Der Typ oder Namespace 'm' konnte nicht gefunden werden. Möglicherweise fehlt eine Anweisung oder ein Assemblyverweis. - Error: Scripts\Custom\Modified\Misc\LoginStats.cs: CS0246: (line 17, column 2 1) Der Typ oder Namespace 'NewMailGump' konnte nicht gefunden werden. Möglicherweise fehlt eine Anweisung oder ein Assemblyverweis. |
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#52 (permalink) | |
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Forum Novice
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Quote:
__________________
Thanks, Tom Sapp |
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#53 (permalink) |
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Forum Novice
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Ok. My loginstats.cs is the following:
Code:
using System;
using Server.Network;
namespace Server.Misc
{
public class LoginStats
{
public static void Initialize()
{
// Register our event handler
EventSink.Login += new LoginEventHandler( EventSink_Login );
}
private static void EventSink_Login( LoginEventArgs args )
{
int userCount = NetState.Instances.Count;
int itemCount = World.Items.Count;
int mobileCount = World.Mobiles.Count;
int spellCount = Spells.SpellRegistry.Count;
Mobile m = args.Mobile;
m.SendMessage( "Welcome, {0}! There {1} currently {2} user{3} online, with {4} item{5} and {6} mobile{7} in the world.",
args.Mobile.Name,
userCount == 1 ? "is" : "are",
userCount, userCount == 1 ? "" : "s",
itemCount, itemCount == 1 ? "" : "s",
mobileCount, mobileCount == 1 ? "" : "s" );
}
}
}
Code:
using System;
using Server;
using Server.Items;
using Server.Mobiles;
using Server.Network;
using Server.Accounting;
namespace Server.Misc
{
public class CharacterCreation
{
public static void Initialize()
{
// Register our event handler
EventSink.CharacterCreated += new CharacterCreatedEventHandler( EventSink_CharacterCreated );
}
private static void AddBackpack( Mobile m )
{
Container pack = m.Backpack;
if ( pack == null )
{
pack = new Backpack();
pack.Movable = false;
m.AddItem( pack );
}
PackItem( new RedBook( "a book", m.Name, 20, true ) );
PackItem( new Gold( 1000 ) ); // Starting gold can be customized here
PackItem( new Dagger() );
PackItem( new Candle() );
//////Hunger & Thirst System Start Modification//////
m.Thirst = 20;
//////Hunger & Thirst System End Modification//////
}
private static Item MakeNewbie( Item item )
{
if ( !Core.AOS )
item.LootType = LootType.Newbied;
return item;
}
private static void PlaceItemIn( Container parent, int x, int y, Item item )
{
parent.AddItem( item );
item.Location = new Point3D( x, y, 0 );
}
private static Item MakePotionKeg( PotionEffect type, int hue )
{
PotionKeg keg = new PotionKeg();
keg.Held = 100;
keg.Type = type;
keg.Hue = hue;
return MakeNewbie( keg );
}
private static void FillBankAOS( Mobile m )
{
BankBox bank = m.BankBox;
if ( bank == null )
return;
// The new AOS bankboxes don't have powerscrolls, they are automatically 'applied':
for ( int i = 0; i < PowerScroll.Skills.Length; ++i )
m.Skills[PowerScroll.Skills[i]].Cap = 120.0;
m.StatCap = 250;
Container cont;
// Begin box of money
cont = new WoodenBox();
cont.ItemID = 0xE7D;
cont.Hue = 0x489;
PlaceItemIn( cont, 16, 51, new BankCheck( 500000 ) );
PlaceItemIn( cont, 28, 51, new BankCheck( 250000 ) );
PlaceItemIn( cont, 40, 51, new BankCheck( 100000 ) );
PlaceItemIn( cont, 52, 51, new BankCheck( 100000 ) );
PlaceItemIn( cont, 64, 51, new BankCheck( 50000 ) );
PlaceItemIn( cont, 34, 115, MakeNewbie( new Gold( 60000 ) ) );
PlaceItemIn( bank, 18, 169, cont );
// End box of money
// Begin bag of potion kegs
cont = new Backpack();
cont.Name = "Various Potion Kegs";
PlaceItemIn( cont, 45, 149, MakePotionKeg( PotionEffect.CureGreater, 0x2D ) );
PlaceItemIn( cont, 69, 149, MakePotionKeg( PotionEffect.HealGreater, 0x499 ) );
PlaceItemIn( cont, 93, 149, MakePotionKeg( PotionEffect.PoisonDeadly, 0x46 ) );
PlaceItemIn( cont, 117, 149, MakePotionKeg( PotionEffect.RefreshTotal, 0x21 ) );
PlaceItemIn( cont, 141, 149, MakePotionKeg( PotionEffect.ExplosionGreater, 0x74 ) );
PlaceItemIn( cont, 93, 82, MakeNewbie( new Bottle( 1000 ) ) );
PlaceItemIn( bank, 53, 169, cont );
// End bag of potion kegs
// Begin bag of tools
cont = new Bag();
cont.Name = "Tool Bag";
PlaceItemIn( cont, 30, 35, MakeNewbie( new TinkerTools( 1000 ) ) );
PlaceItemIn( cont, 60, 35, new HousePlacementTool() );
PlaceItemIn( cont, 90, 35, MakeNewbie( new DovetailSaw( 1000 ) ) );
PlaceItemIn( cont, 30, 68, MakeNewbie( new Scissors() ) );
PlaceItemIn( cont, 45, 68, MakeNewbie( new MortarPestle( 1000 ) ) );
PlaceItemIn( cont, 75, 68, MakeNewbie( new ScribesPen( 1000 ) ) );
PlaceItemIn( cont, 90, 68, MakeNewbie( new SmithHammer( 1000 ) ) );
PlaceItemIn( cont, 30, 118, MakeNewbie( new TwoHandedAxe() ) );
PlaceItemIn( cont, 60, 118, MakeNewbie( new FletcherTools( 1000 ) ) );
PlaceItemIn( cont, 90, 118, MakeNewbie( new SewingKit( 1000 ) ) );
PlaceItemIn( bank, 118, 169, cont );
// End bag of tools
// Begin bag of archery ammo
cont = new Bag();
cont.Name = "Bag Of Archery Ammo";
PlaceItemIn( cont, 48, 76, MakeNewbie( new Arrow( 5000 ) ) );
PlaceItemIn( cont, 72, 76, MakeNewbie( new Bolt( 5000 ) ) );
PlaceItemIn( bank, 118, 124, cont );
// End bag of archery ammo
// Begin bag of treasure maps
cont = new Bag();
cont.Name = "Bag Of Treasure Maps";
PlaceItemIn( cont, 30, 35, MakeNewbie( new TreasureMap( 1, Map.Trammel ) ) );
PlaceItemIn( cont, 45, 35, MakeNewbie( new TreasureMap( 2, Map.Trammel ) ) );
PlaceItemIn( cont, 60, 35, MakeNewbie( new TreasureMap( 3, Map.Trammel ) ) );
PlaceItemIn( cont, 75, 35, MakeNewbie( new TreasureMap( 4, Map.Trammel ) ) );
PlaceItemIn( cont, 90, 35, MakeNewbie( new TreasureMap( 5, Map.Trammel ) ) );
PlaceItemIn( cont, 30, 50, MakeNewbie( new TreasureMap( 1, Map.Trammel ) ) );
PlaceItemIn( cont, 45, 50, MakeNewbie( new TreasureMap( 2, Map.Trammel ) ) );
PlaceItemIn( cont, 60, 50, MakeNewbie( new TreasureMap( 3, Map.Trammel ) ) );
PlaceItemIn( cont, 75, 50, MakeNewbie( new TreasureMap( 4, Map.Trammel ) ) );
PlaceItemIn( cont, 90, 50, MakeNewbie( new TreasureMap( 5, Map.Trammel ) ) );
PlaceItemIn( cont, 55, 100, MakeNewbie( new Lockpick( 30 ) ) );
PlaceItemIn( cont, 60, 100, MakeNewbie( new Pickaxe() ) );
PlaceItemIn( bank, 98, 124, cont );
// End bag of treasure maps
// Begin bag of raw materials
cont = new Bag();
cont.Hue = 0x835;
cont.Name = "Raw Materials Bag";
PlaceItemIn( cont, 92, 60, MakeNewbie( new BarbedLeather( 5000 ) ) );
PlaceItemIn( cont, 92, 68, MakeNewbie( new HornedLeather( 5000 ) ) );
PlaceItemIn( cont, 92, 76, MakeNewbie( new SpinedLeather( 5000 ) ) );
PlaceItemIn( cont, 92, 84, MakeNewbie( new Leather( 5000 ) ) );
PlaceItemIn( cont, 30, 118, MakeNewbie( new Cloth( 5000 ) ) );
PlaceItemIn( cont, 30, 84, MakeNewbie( new Board( 5000 ) ) );
PlaceItemIn( cont, 57, 80, MakeNewbie( new BlankScroll( 500 ) ) );
PlaceItemIn( cont, 30, 35, MakeNewbie( new DullCopperIngot( 5000 ) ) );
PlaceItemIn( cont, 37, 35, MakeNewbie( new ShadowIronIngot( 5000 ) ) );
PlaceItemIn( cont, 44, 35, MakeNewbie( new CopperIngot( 5000 ) ) );
PlaceItemIn( cont, 51, 35, MakeNewbie( new BronzeIngot( 5000 ) ) );
PlaceItemIn( cont, 58, 35, MakeNewbie( new GoldIngot( 5000 ) ) );
PlaceItemIn( cont, 65, 35, MakeNewbie( new AgapiteIngot( 5000 ) ) );
PlaceItemIn( cont, 72, 35, MakeNewbie( new VeriteIngot( 5000 ) ) );
PlaceItemIn( cont, 79, 35, MakeNewbie( new ValoriteIngot( 5000 ) ) );
PlaceItemIn( cont, 86, 35, MakeNewbie( new IronIngot( 5000 ) ) );
PlaceItemIn( cont, 30, 59, MakeNewbie( new RedScales( 5000 ) ) );
PlaceItemIn( cont, 36, 59, MakeNewbie( new YellowScales( 5000 ) ) );
PlaceItemIn( cont, 42, 59, MakeNewbie( new BlackScales( 5000 ) ) );
PlaceItemIn( cont, 48, 59, MakeNewbie( new GreenScales( 5000 ) ) );
PlaceItemIn( cont, 54, 59, MakeNewbie( new WhiteScales( 5000 ) ) );
PlaceItemIn( cont, 60, 59, MakeNewbie( new BlueScales( 5000 ) ) );
PlaceItemIn( bank, 98, 169, cont );
// End bag of raw materials
// Begin bag of spell casting stuff
cont = new Backpack();
cont.Hue = 0x480;
cont.Name = "Spell Casting Stuff";
PlaceItemIn( cont, 45, 105, new Spellbook( UInt64.MaxValue ) );
PlaceItemIn( cont, 65, 105, new NecromancerSpellbook( (UInt64)0xFFFF ) );
PlaceItemIn( cont, 85, 105, new BookOfChivalry( (UInt64)0x3FF ) );
Runebook runebook = new Runebook( 10 );
runebook.CurCharges = runebook.MaxCharges;
PlaceItemIn( cont, 105, 105, runebook );
Item toHue = new BagOfReagents( 150 );
toHue.Hue = 0x2D;
PlaceItemIn( cont, 45, 150, toHue );
toHue = new BagOfNecroReagents( 150 );
toHue.Hue = 0x488;
PlaceItemIn( cont, 65, 150, toHue );
PlaceItemIn( cont, 140, 150, new BagOfAllReagents( 500 ) );
for ( int i = 0; i < 9; ++i )
PlaceItemIn( cont, 45 + (i * 10), 75, MakeNewbie( new RecallRune() ) );
PlaceItemIn( bank, 78, 169, cont );
// End bag of spell casting stuff
}
private static void FillBankbox( Mobile m )
{
if ( Core.AOS )
{
FillBankAOS( m );
return;
}
BankBox bank = m.BankBox;
if ( bank != null )
{
bank.DropItem( new BankCheck( 1000000 ) );
// Full spellbook
Spellbook book = new Spellbook();
book.Content = ulong.MaxValue;
bank.DropItem( book );
Bag bag = new Bag();
for ( int i = 0; i < 5; ++i )
bag.DropItem( new Moonstone( MoonstoneType.Felucca ) );
// Felucca moonstones
bank.DropItem( bag );
bag = new Bag();
for ( int i = 0; i < 5; ++i )
bag.DropItem( new Moonstone( MoonstoneType.Trammel ) );
// Trammel moonstones
bank.DropItem( bag );
// Treasure maps
bank.DropItem( new TreasureMap( 1, Map.Trammel ) );
bank.DropItem( new TreasureMap( 2, Map.Trammel ) );
bank.DropItem( new TreasureMap( 3, Map.Trammel ) );
bank.DropItem( new TreasureMap( 4, Map.Trammel ) );
bank.DropItem( new TreasureMap( 5, Map.Trammel ) );
// Bag containing 50 of each reagent
bank.DropItem( new BagOfReagents( 50 ) );
// Craft tools
bank.DropItem( MakeNewbie( new Scissors() ) );
bank.DropItem( MakeNewbie( new SewingKit( 1000 ) ) );
bank.DropItem( MakeNewbie( new SmithHammer( 1000 ) ) );
bank.DropItem( MakeNewbie( new FletcherTools( 1000 ) ) );
bank.DropItem( MakeNewbie( new DovetailSaw( 1000 ) ) );
bank.DropItem( MakeNewbie( new MortarPestle( 1000 ) ) );
bank.DropItem( MakeNewbie( new ScribesPen( 1000 ) ) );
bank.DropItem( MakeNewbie( new TinkerTools( 1000 ) ) );
// A few dye tubs
bank.DropItem( new Dyes() );
bank.DropItem( new DyeTub() );
bank.DropItem( new DyeTub() );
bank.DropItem( new BlackDyeTub() );
DyeTub darkRedTub = new DyeTub();
darkRedTub.DyedHue = 0x485;
darkRedTub.Redyable = false;
bank.DropItem( darkRedTub );
// Some food
bank.DropItem( MakeNewbie( new Apple( 1000 ) ) );
// Resources
bank.DropItem( MakeNewbie( new Feather( 1000 ) ) );
bank.DropItem( MakeNewbie( new BoltOfCloth( 1000 ) ) );
bank.DropItem( MakeNewbie( new BlankScroll( 1000 ) ) );
bank.DropItem( MakeNewbie( new Hides( 1000 ) ) );
bank.DropItem( MakeNewbie( new Bandage( 1000 ) ) );
bank.DropItem( MakeNewbie( new Bottle( 1000 ) ) );
bank.DropItem( MakeNewbie( new Log( 1000 ) ) );
bank.DropItem( MakeNewbie( new IronIngot( 5000 ) ) );
bank.DropItem( MakeNewbie( new DullCopperIngot( 5000 ) ) );
bank.DropItem( MakeNewbie( new ShadowIronIngot( 5000 ) ) );
bank.DropItem( MakeNewbie( new CopperIngot( 5000 ) ) );
bank.DropItem( MakeNewbie( new BronzeIngot( 5000 ) ) );
bank.DropItem( MakeNewbie( new GoldIngot( 5000 ) ) );
bank.DropItem( MakeNewbie( new AgapiteIngot( 5000 ) ) );
bank.DropItem( MakeNewbie( new VeriteIngot( 5000 ) ) );
bank.DropItem( MakeNewbie( new ValoriteIngot( 5000 ) ) );
// Reagents
bank.DropItem( MakeNewbie( new BlackPearl( 1000 ) ) );
bank.DropItem( MakeNewbie( new Bloodmoss( 1000 ) ) );
bank.DropItem( MakeNewbie( new Garlic( 1000 ) ) );
bank.DropItem( MakeNewbie( new Ginseng( 1000 ) ) );
bank.DropItem( MakeNewbie( new MandrakeRoot( 1000 ) ) );
bank.DropItem( MakeNewbie( new Nightshade( 1000 ) ) );
bank.DropItem( MakeNewbie( new SulfurousAsh( 1000 ) ) );
bank.DropItem( MakeNewbie( new SpidersSilk( 1000 ) ) );
// Some extra starting gold
bank.DropItem( MakeNewbie( new Gold( 9000 ) ) );
// 5 blank recall runes
for ( int i = 0; i < 5; ++i )
bank.DropItem( MakeNewbie( new RecallRune() ) );
AddPowerScrolls( bank );
}
}
private static void AddPowerScrolls( BankBox bank )
{
Bag bag = new Bag();
for ( int i = 0; i < PowerScroll.Skills.Length; ++i )
bag.DropItem( new PowerScroll( PowerScroll.Skills[i], 120.0 ) );
bag.DropItem( new StatCapScroll( 250 ) );
bank.DropItem( bag );
}
private static void AddShirt( Mobile m, int shirtHue )
{
int hue = Utility.ClipDyedHue( shirtHue & 0x3FFF );
switch ( Utility.Random( 3 ) )
{
case 0: EquipItem( new Shirt( hue ), true ); break;
case 1: EquipItem( new FancyShirt( hue ), true ); break;
case 2: EquipItem( new Doublet( hue ), true ); break;
}
}
private static void AddPants( Mobile m, int pantsHue )
{
int hue = Utility.ClipDyedHue( pantsHue & 0x3FFF );
if ( m.Female )
{
switch ( Utility.Random( 2 ) )
{
case 0: EquipItem( new Skirt( hue ), true ); break;
case 1: EquipItem( new Kilt( hue ), true ); break;
}
}
else
{
switch ( Utility.Random( 2 ) )
{
case 0: EquipItem( new LongPants( hue ), true ); break;
case 1: EquipItem( new ShortPants( hue ), true ); break;
}
}
}
private static void AddShoes( Mobile m )
{
EquipItem( new Shoes( Utility.RandomYellowHue() ), true );
}
private static void AddHair( Mobile m, int itemID, int hue )
{
Item item;
switch ( itemID & 0x3FFF )
{
case 0x2044: item = new Mohawk( hue ); break;
case 0x2045: item = new PageboyHair( hue ); break;
case 0x2046: item = new BunsHair( hue ); break;
case 0x2047: item = new Afro( hue ); break;
case 0x2048: item = new ReceedingHair( hue ); break;
case 0x2049: item = new TwoPigTails( hue ); break;
case 0x204A: item = new KrisnaHair( hue ); break;
case 0x203B: item = new ShortHair( hue ); break;
case 0x203C: item = new LongHair( hue ); break;
case 0x203D: item = new PonyTail( hue ); break;
default: return;
}
m.AddItem( item );
}
private static void AddBeard( Mobile m, int itemID, int hue )
{
if ( m.Female )
return;
Item item;
switch ( itemID & 0x3FFF )
{
case 0x203E: item = new LongBeard( hue ); break;
case 0x203F: item = new ShortBeard( hue ); break;
case 0x2040: item = new Goatee( hue ); break;
case 0x2041: item = new Mustache( hue ); break;
case 0x204B: item = new MediumShortBeard( hue ); break;
case 0x204C: item = new MediumLongBeard( hue ); break;
case 0x204D: item = new Vandyke( hue ); break;
default: return;
}
m.AddItem( item );
}
private static Mobile CreateMobile( Account a )
{
for ( int i = 0; i < 5; ++i )
if ( a[i] == null )
return (a[i] = new PlayerMobile());
return null;
}
private static void EventSink_CharacterCreated( CharacterCreatedEventArgs args )
{
Mobile newChar = CreateMobile( args.Account as Account );
if ( newChar == null )
{
Console.WriteLine( "Login: {0}: Character creation failed, account full", args.State );
return;
}
args.Mobile = newChar;
m_Mobile = newChar;
newChar.Player = true;
newChar.AccessLevel = ((Account)args.Account).AccessLevel;
newChar.Female = args.Female;
newChar.Body = newChar.Female ? 0x191 : 0x190;
newChar.Hue = Utility.ClipSkinHue( args.Hue & 0x3FFF ) | 0x8000;
newChar.Hunger = 20;
if ( newChar is PlayerMobile )
((PlayerMobile)newChar).Profession = args.Profession;
SetName( newChar, args.Name );
AddBackpack( newChar );
SetStats( newChar, args.Str, args.Dex, args.Int );
SetSkills( newChar, args.Skills, args.Profession );
AddHair( newChar, args.HairID, Utility.ClipHairHue( args.HairHue & 0x3FFF ) );
AddBeard( newChar, args.BeardID, Utility.ClipHairHue( args.BeardHue & 0x3FFF ) );
if ( !Core.AOS || (args.Profession != 4 && args.Profession != 5) )
{
AddShirt( newChar, args.ShirtHue );
AddPants( newChar, args.PantsHue );
AddShoes( newChar );
}
//FillBankbox( newChar );
//CityInfo city = args.City;
CityInfo city = new CityInfo( "Britain", "Sweet Dreams Inn", 1496, 1628, 10 );
//newChar.MoveToWorld( city.Location, Map.Felucca );
newChar.MoveToWorld( city.Location, Map.Trammel );
Console.WriteLine( "Login: {0}: New character being created (account={1})", args.State, ((Account)args.Account).Username );
Console.WriteLine( " - Character: {0} (serial={1})", newChar.Name, newChar.Serial );
Console.WriteLine( " - Started: {0} {1}", city.City, city.Location );
new WelcomeTimer( newChar ).Start();
}
private static void FixStats( ref int str, ref int dex, ref int intel )
{
int vStr = str - 10;
int vDex = dex - 10;
int vInt = intel - 10;
if ( vStr < 0 )
vStr = 0;
if ( vDex < 0 )
vDex = 0;
if ( vInt < 0 )
vInt = 0;
int total = vStr + vDex + vInt;
if ( total == 0 || total == 50 )
return;
double scalar = 50 / (double)total;
vStr = (int)(vStr * scalar);
vDex = (int)(vDex * scalar);
vInt = (int)(vInt * scalar);
FixStat( ref vStr, (vStr + vDex + vInt) - 50 );
FixStat( ref vDex, (vStr + vDex + vInt) - 50 );
FixStat( ref vInt, (vStr + vDex + vInt) - 50 );
str = vStr + 10;
dex = vDex + 10;
intel = vInt + 10;
}
private static void FixStat( ref int stat, int diff )
{
stat += diff;
if ( stat < 0 )
stat = 0;
else if ( stat > 50 )
stat = 50;
}
private static void SetStats( Mobile m, int str, int dex, int intel )
{
FixStats( ref str, ref dex, ref intel );
if ( str < 10 || str > 60 || dex < 10 || dex > 60 || intel < 10 || intel > 60 || (str + dex + intel) != 80 )
{
str = 10;
dex = 10;
intel = 10;
}
m.InitStats( str, dex, intel );
}
private static void SetName( Mobile m, string name )
{
name = name.Trim();
if ( !NameVerification.Validate( name, 2, 16, true, true, true, 1, NameVerification.SpaceDashPeriodQuote ) )
name = "Generic Player";
m.Name = name;
}
private static bool ValidSkills( SkillNameValue[] skills )
{
int total = 0;
for ( int i = 0; i < skills.Length; ++i )
{
if ( skills[i].Value < 0 || skills[i].Value > 50 )
return false;
total += skills[i].Value;
for ( int j = i + 1; j < skills.Length; ++j )
{
if ( skills[j].Value > 0 && skills[j].Name == skills[i].Name )
return false;
}
}
return ( total == 100 );
}
private static Mobile m_Mobile;
private static void SetSkills( Mobile m, SkillNameValue[] skills, int prof )
{
switch ( prof )
{
case 1: // Warrior
{
skills = new SkillNameValue[]
{
new SkillNameValue( SkillName.Anatomy, 30 ),
new SkillNameValue( SkillName.Healing, 45 ),
new SkillNameValue( SkillName.Swords, 35 ),
new SkillNameValue( SkillName.Tactics, 50 )
};
break;
}
case 2: // Magician
{
skills = new SkillNameValue[]
{
new SkillNameValue( SkillName.EvalInt, 30 ),
new SkillNameValue( SkillName.Wrestling, 30 ),
new SkillNameValue( SkillName.Magery, 50 ),
new SkillNameValue( SkillName.Meditation, 50 )
};
break;
}
case 3: // Blacksmith
{
skills = new SkillNameValue[]
{
new SkillNameValue( SkillName.Mining, 30 ),
new SkillNameValue( SkillName.ArmsLore, 30 ),
new SkillNameValue( SkillName.Blacksmith, 50 ),
new SkillNameValue( SkillName.Tinkering, 50 )
};
break;
}
case 4: // Necromancer
{
if ( !Core.AOS )
goto default;
skills = new SkillNameValue[]
{
new SkillNameValue( SkillName.Necromancy, 50 ),
new SkillNameValue( SkillName.Focus, 30 ),
new SkillNameValue( SkillName.SpiritSpeak, 30 ),
new SkillNameValue( SkillName.Swords, 30 ),
new SkillNameValue( SkillName.Tactics, 20 )
};
break;
}
case 5: // Paladin
{
if ( !Core.AOS )
goto default;
skills = new SkillNameValue[]
{
new SkillNameValue( SkillName.Chivalry, 51 ),
new SkillNameValue( SkillName.Swords, 49 ),
new SkillNameValue( SkillName.Focus, 30 ),
new SkillNameValue( SkillName.Tactics, 30 )
};
break;
}
default:
{
if ( !ValidSkills( skills ) )
return;
break;
}
}
bool addSkillItems = true;
switch ( prof )
{
case 1: // Warrior
{
EquipItem( new LeatherChest() );
break;
}
case 4: // Necromancer
{
Container regs = new BagOfNecroReagents( 50 );
if ( !Core.AOS )
{
foreach ( Item item in regs.Items )
item.LootType = LootType.Newbied;
}
PackItem( regs );
regs.LootType = LootType.Regular;
EquipItem( new BoneHarvester() );
EquipItem( new BoneHelm() );
EquipItem( NecroHue( new LeatherChest() ) );
EquipItem( NecroHue( new LeatherArms() ) );
EquipItem( NecroHue( new LeatherGloves() ) );
EquipItem( NecroHue( new LeatherGorget() ) );
EquipItem( NecroHue( new LeatherLegs() ) );
EquipItem( NecroHue( new Skirt() ) );
EquipItem( new Sandals( 0x8FD ) );
Spellbook book = new NecromancerSpellbook( (ulong)0x8981 ); // animate dead, evil omen, pain spike, summon familiar, wraith form
PackItem( book );
book.LootType = LootType.Blessed;
addSkillItems = false;
break;
}
case 5: // Paladin
{
EquipItem( new Broadsword() );
EquipItem( new Helmet() );
EquipItem( new PlateGorget() );
EquipItem( new RingmailArms() );
EquipItem( new RingmailChest() );
EquipItem( new RingmailLegs() );
EquipItem( new ThighBoots( 0x748 ) );
EquipItem( new Cloak( 0xCF ) );
EquipItem( new BodySash( 0xCF ) );
Spellbook book = new BookOfChivalry( (ulong)0x3FF );
PackItem( book );
book.LootType = LootType.Blessed;
break;
}
}
for ( int i = 0; i < skills.Length; ++i )
{
SkillNameValue snv = skills[i];
if ( snv.Value > 0 && snv.Name != SkillName.Stealth && snv.Name != SkillName.RemoveTrap )
{
Skill skill = m.Skills[snv.Name];
if ( skill != null )
{
skill.BaseFixedPoint = snv.Value * 10;
if ( addSkillItems )
AddSkillItems( snv.Name );
}
}
}
}
private static void EquipItem( Item item )
{
EquipItem( item, false );
}
private static void EquipItem( Item item, bool mustEquip )
{
if ( !Core.AOS )
item.LootType = LootType.Newbied;
if ( m_Mobile != null && m_Mobile.EquipItem( item ) )
return;
Container pack = m_Mobile.Backpack;
if ( !mustEquip && pack != null )
pack.DropItem( item );
else
item.Delete();
}
private static void PackItem( Item item )
{
if ( !Core.AOS )
item.LootType = LootType.Newbied;
Container pack = m_Mobile.Backpack;
if ( pack != null )
pack.DropItem( item );
else
item.Delete();
}
private static void PackInstrument()
{
switch ( Utility.Random( 6 ) )
{
case 0: PackItem( new Drums() ); break;
case 1: PackItem( new Harp() ); break;
case 2: PackItem( new LapHarp() ); break;
case 3: PackItem( new Lute() ); break;
case 4: PackItem( new Tambourine() ); break;
case 5: PackItem( new TambourineTassel() ); break;
}
}
private static void PackScroll( int circle )
{
switch ( Utility.Random( 8 ) * (circle * 8) )
{
case 0: PackItem( new ClumsyScroll() ); break;
case 1: PackItem( new CreateFoodScroll() ); break;
case 2: PackItem( new FeeblemindScroll() ); break;
case 3: PackItem( new HealScroll() ); break;
case 4: PackItem( new MagicArrowScroll() ); break;
case 5: PackItem( new NightSightScroll() ); break;
case 6: PackItem( new ReactiveArmorScroll() ); break;
case 7: PackItem( new WeakenScroll() ); break;
case 8: PackItem( new AgilityScroll() ); break;
case 9: PackItem( new CunningScroll() ); break;
case 10: PackItem( new CureScroll() ); break;
case 11: PackItem( new HarmScroll() ); break;
case 12: PackItem( new MagicTrapScroll() ); break;
case 13: PackItem( new MagicUnTrapScroll() ); break;
case 14: PackItem( new ProtectionScroll() ); break;
case 15: PackItem( new StrengthScroll() ); break;
case 16: PackItem( new BlessScroll() ); break;
case 17: PackItem( new FireballScroll() ); break;
case 18: PackItem( new MagicLockScroll() ); break;
case 19: PackItem( new PoisonScroll() ); break;
case 20: PackItem( new TelekinisisScroll() ); break;
case 21: PackItem( new TeleportScroll() ); break;
case 22: PackItem( new UnlockScroll() ); break;
case 23: PackItem( new WallOfStoneScroll() ); break;
}
}
private static Item NecroHue( Item item )
{
item.Hue = 0x2C3;
return item;
}
private static void AddSkillItems( SkillName skill )
{
switch ( skill )
{
case SkillName.Alchemy:
{
PackItem( new Bottle( 4 ) );
PackItem( new MortarPestle() );
EquipItem( new Robe( Utility.RandomPinkHue() ) );
break;
}
case SkillName.Anatomy:
{
PackItem( new Bandage( 3 ) );
EquipItem( new Robe( Utility.RandomYellowHue() ) );
break;
}
case SkillName.AnimalLore:
{
EquipItem( new ShepherdsCrook() );
EquipItem( new Robe( Utility.RandomBlueHue() ) );
break;
}
case SkillName.Archery:
{
PackItem( new Arrow( 25 ) );
EquipItem( new Bow() );
break;
}
case SkillName.ArmsLore:
{
switch ( Utility.Random( 3 ) )
{
case 0: EquipItem( new Kryss() ); break;
case 1: EquipItem( new Katana() ); break;
case 2: EquipItem( new Club() ); break;
}
break;
}
case SkillName.Begging:
{
EquipItem( new GnarledStaff() );
break;
}
case SkillName.Blacksmith:
{
PackItem( new Tongs() );
PackItem( new Pickaxe() );
PackItem( new Pickaxe() );
PackItem( new IronIngot( 50 ) );
EquipItem( new HalfApron( Utility.RandomYellowHue() ) );
break;
}
case SkillName.Fletching:
{
PackItem( new Board( 14 ) );
PackItem( new Feather( 5 ) );
PackItem( new Shaft( 5 ) );
break;
}
case SkillName.Camping:
{
// TODO: Bedroll
PackItem( new Kindling( 5 ) );
break;
}
case SkillName.Carpentry:
{
PackItem( new Board( 10 ) );
PackItem( new Saw() );
EquipItem( new HalfApron( Utility.RandomYellowHue() ) );
break;
}
case SkillName.Cartography:
{
PackItem( new BlankMap() );
PackItem( new BlankMap() );
PackItem( new BlankMap() );
PackItem( new BlankMap() );
PackItem( new Sextant() );
break;
}
case SkillName.Cooking:
{
PackItem( new Kindling( 2 ) );
PackItem( new RawLambLeg() );
PackItem( new RawChickenLeg() );
PackItem( new RawFishSteak() );
PackItem( new SackFlour() );
PackItem( new Pitcher( BeverageType.Water ) );
break;
}
case SkillName.DetectHidden:
{
EquipItem( new Cloak( 0x455 ) );
break;
}
case SkillName.Discordance:
{
PackInstrument();
break;
}
case SkillName.Fencing:
{
EquipItem( new Kryss() );
break;
}
case SkillName.Fishing:
{
EquipItem( new FishingPole() );
EquipItem( new FloppyHat( Utility.RandomYellowHue() ) );
break;
}
case SkillName.Healing:
{
PackItem( new Bandage( 50 ) );
PackItem( new Scissors() );
break;
}
case SkillName.Herding:
{
EquipItem( new ShepherdsCrook() );
break;
}
case SkillName.Hiding:
{
EquipItem( new Cloak( 0x455 ) );
break;
}
case SkillName.Inscribe:
{
PackItem( new BlankScroll( 2 ) );
PackItem( new BlueBook() );
break;
}
case SkillName.ItemID:
{
EquipItem( new GnarledStaff() );
break;
}
case SkillName.Lockpicking:
{
PackItem( new Lockpick( 20 ) );
break;
}
case SkillName.Lumberjacking:
{
EquipItem( new Hatchet() );
break;
}
case SkillName.Macing:
{
EquipItem( new Club() );
break;
}
case SkillName.Magery:
{
BagOfReagents regs = new BagOfReagents( 30 );
if ( !Core.AOS )
{
foreach ( Item item in regs.Items )
item.LootType = LootType.Newbied;
}
PackItem( regs );
regs.LootType = LootType.Regular;
PackScroll( 0 );
PackScroll( 1 );
PackScroll( 2 );
Spellbook book = new Spellbook( (ulong)0x382A8C38 );
EquipItem( book );
book.LootType = LootType.Blessed;
EquipItem( new Robe( Utility.RandomBlueHue() ) );
EquipItem( new WizardsHat() );
break;
}
case SkillName.Mining:
{
PackItem( new Pickaxe() );
break;
}
case SkillName.Musicianship:
{
PackInstrument();
break;
}
case SkillName.Parry:
{
EquipItem( new WoodenShield() );
break;
}
case SkillName.Peacemaking:
{
PackInstrument();
break;
}
case SkillName.Poisoning:
{
PackItem( new LesserPoisonPotion() );
PackItem( new LesserPoisonPotion() );
break;
}
case SkillName.Provocation:
{
PackInstrument();
break;
}
case SkillName.Snooping:
{
PackItem( new Lockpick( 20 ) );
break;
}
case SkillName.SpiritSpeak:
{
EquipItem( new Cloak( 0x455 ) );
break;
}
case SkillName.Stealing:
{
PackItem( new Lockpick( 20 ) );
break;
}
case SkillName.Swords:
{
EquipItem( new Katana() );
break;
}
case SkillName.Tactics:
{
EquipItem( new Katana() );
break;
}
case SkillName.Tailoring:
{
PackItem( new BoltOfCloth() );
PackItem( new SewingKit() );
break;
}
case SkillName.Tracking:
{
if ( m_Mobile != null )
{
Item shoes = m_Mobile.FindItemOnLayer( Layer.Shoes );
if ( shoes != null )
shoes.Delete();
}
EquipItem( new Boots( Utility.RandomYellowHue() ) );
EquipItem( new SkinningKnife() );
break;
}
case SkillName.Veterinary:
{
PackItem( new Bandage( 5 ) );
PackItem( new Scissors() );
break;
}
case SkillName.Wrestling:
{
EquipItem( new LeatherGloves() );
break;
}
}
}
}
}
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#54 (permalink) | |
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Forum Novice
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Quote:
__________________
Thanks, Tom Sapp |
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#55 (permalink) |
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Newbie
Join Date: Mar 2004
Posts: 42
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Great script! I am having one problem so far though. I have put the address books on a vendor to sell. When I buy the books they are blessed; however, for some reason they arent staying blessed. Im not sure when it happens, but i have several players whose books are no longer blessed. Any ideas?
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#56 (permalink) | |
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Forum Novice
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Quote:
__________________
Thanks, Tom Sapp |
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#57 (permalink) |
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Lurker
Join Date: Oct 2004
Age: 56
Posts: 7
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Welcome guys please check out creedgaming UOG Server
Server Info Run Uo Server Custom Scripts Custom Maps <---Soon to come Friendly Staff Skill Gain <--- No Skill Sets (removes noobs) AOS <---Activated ------------------------------------------------------------------------- All new players will be set up with a new house 1st 5 will live in minoc 6-10 will live in brit 11-15 will live in Luna 16-21 will live in Ilsh (Must find clear land) |
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#58 (permalink) | |
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Forum Novice
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Quote:
__________________
Thanks, Tom Sapp |
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#59 (permalink) | |
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Forum Novice
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Quote:
![]()
__________________
Thanks, Tom Sapp |
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#62 (permalink) |
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Forum Novice
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Yeah im having a little problem setting LogInStats.cs adding
MailBox mailbox = m.BankBox.FindItemByType( typeof( MailBox ) ) as MailBox; if ( mailbox != null ) { if ( mailbox.NewMail == "true" ) m.SendGump( new NewMailGump( m, mailbox ) ); } cant seem to fidn where to add it into the script ![]() |
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#63 (permalink) | |
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Forum Novice
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Quote:
__________________
Thanks, Tom Sapp |
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#66 (permalink) |
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Forum Novice
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you might think im kinda stupid but i have ebing playing with this script and allwas get the same error dunno why.....the error is this
Code:
- Error: Scripts\Misc\LoginStats.cs: CS0246: (line 21, column 22) The type or n amespace name 'm' could not be found (are you missing a using directive or an as sembly reference?) - Error: Scripts\Misc\LoginStats.cs: CS0029: (line 24, column 9) Cannot implici tly convert type 'string' to 'bool' - Error: Scripts\Misc\LoginStats.cs: CS0246: (line 25, column 34) The type or n amespace name 'm' could not be found (are you missing a using directive or an as sembly reference?) - Error: Scripts\Misc\LoginStats.cs: CS0246: (line 25, column 5) The type or na mespace name 'm' could not be found (are you missing a using directive or an ass embly reference?) ![]() |
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#67 (permalink) | |
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Guest
Posts: n/a
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Quote:
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#68 (permalink) |
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Forum Novice
Join Date: Nov 2004
Age: 27
Posts: 153
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nice script but a problem is i had a character named reggie and a char named reggie noble on the shard and the letter was sent to the wrong one
any idea to fix that? i just wrote the lette and clicked done i dont know if there anything else to do with it |
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#69 (permalink) | ||
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Forum Novice
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Quote:
Quote:
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__________________
Thanks, Tom Sapp |
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#71 (permalink) | |
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Forum Novice
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Quote:
__________________
Thanks, Tom Sapp |
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#73 (permalink) |
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Lurker
Join Date: Sep 2004
Location: USA
Age: 31
Posts: 11
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ok same deal here with me as Hudel lol! Looks like he posted the scripts unmodded cause I think he wants you to add the code in correctly. Anyway, I don't write scripts but I do some editing here and there so I know I messed this up since I keep getting errors every way I edit it. So I will post my scripts as I inserted the code. If you could please take a look at it and show me my mistake so I can see and learn from it, I would be grateful.
![]() LoginStats Code:
using System;
using Server.Network;
using Server.Gumps;
using Server.Items;
namespace Server.Misc
{
public class LoginStats
{
public static void Initialize()
{
// Register our event handler
EventSink.Login += new LoginEventHandler( EventSink_Login );
}
MailBox mailbox = m.BankBox.FindItemByType( typeof( MailBox ) ) as MailBox;
if ( mailbox != null )
{
if ( mailbox.NewMail == "true" )
m.SendGump( new NewMailGump( m, mailbox ) );
}
private static void EventSink_Login( LoginEventArgs args )
{
CharacterCreation Code:
using System;
using Server;
using Server.Items;
using Server.Mobiles;
using Server.Network;
using Server.Accounting;
namespace Server.Misc
{
public class CharacterCreation
{
public static void Initialize()
{
// Register our event handler
EventSink.CharacterCreated += new CharacterCreatedEventHandler( EventSink_CharacterCreated );
}
{
newChar.BankBox.DropItem( new MailBox() );
}
private static void AddBackpack( Mobile m )
{
Container pack = m.Backpack;
if ( pack == null )
{
pack = new Backpack();
pack.Movable = false;
m.AddItem( pack );
}
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#74 (permalink) |
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Forum Novice
Join Date: Mar 2005
Location: las vegas nevada
Age: 37
Posts: 401
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why would the letters show up in the mail box empty. i placed this script in last night and when i sent the letter to a char they recieved the letter but when they opened it, it was empty.
this really would be a nice thing to have. Edit**** ok i just tried to do this step by step as you had said and still it sends the message to the player but when the player opened it from the mailbox its just blank. when i sent it it said a message from Dragonwalker but when they got it it was completly blank. at no time did i right click it and i hit done. as for the script i got it from your site so i assume that is the latest |
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#75 (permalink) |
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Forum Novice
Join Date: Mar 2005
Location: las vegas nevada
Age: 37
Posts: 401
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ok after further testing of this i have found out what is wrong. if the player pulls the letter from the mail box to there backpack with out reading it first then it will show up blank.
if they dbl click it while its in the mailbox first then it will show the message like it should and from then on it will stay in there backpack and can be read. could someone tell me how this could be fixed. |
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