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Old 01-08-2005, 03:05 AM   #26 (permalink)
 
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sweet thanks hun, I only had one problem with it, my shard has races and it made the druid book usable by all. I'll compare the scripts and re do what ever needs to be done to make it only usable by the druids but awsome script muchly appreciated and enjoyable
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Old 01-08-2005, 01:18 PM   #27 (permalink)
 
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First i really like this idea of new spells, its a great script. Is ther anyway of making the spells "pullable" and adding "powerwords to some? i tried last night but i honestly dont know where to start with somthing like that. But ther perfect for my shard so thanks for sharing.
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Old 01-08-2005, 01:47 PM   #28 (permalink)
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Nikki: yes, this is just a base system like the one included in the standard runuo package which is accessible by everyone. it's up to the shard owner to change it and make it workable with certain classes as the shard owner see fit.

Soigon: all the spell systems have "powerwords" i just referred to them as text commands. In each class folder their is a .cs file which has the command list, it's important to post the commands for your players b/c capitalization does matter in the commands. Once again the only class w/o text commands is the bard class, b/c they need to use the book first and pick an instrument to play before using the spell.

-Sly
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Old 01-08-2005, 02:52 PM   #29 (permalink)
 
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yes i realised that after i sent that however power words like while casting you know like when casting e-bolt 'Cor Por" comes up somthing like that
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Old 01-08-2005, 03:39 PM   #30 (permalink)
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Quote:
Originally Posted by Quantos
Those actually sound very underhanded, almost like something that a theif would do, not so much a ranger.
These arent ranger skills. They're for a rogue if you check
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Old 01-09-2005, 01:57 PM   #31 (permalink)
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Quote:
Originally Posted by X-SirSly-X
the bard book is 100% done except for the text commands, which isn't a big deal. they are just an added bonus

-Sly
With the 1.3 version, the bard system didn't appear to work at all. I rewrote it to agree with the structure of Sly's "all spellbooks" system. Powerwords, sheetmusic works properly now, everything is fixed. It is in the 1.3 system thread. I have no idea if it would work with the 2.0 version here but it should.

Update: I went ahead and downloaded 2.0. No changes needed for the updated Bard system. Just replace the Class-Bard directory with this one.

If no instrument registered with song book, it prompts you to click an instrument. Sheetmusic, when doubleclicked, prompts player to put it in a songbook, power words, spell actions, instrument playing and so on all added. Oh, I removed the spell sound effects since they completely drowned out the instrument sound. There is a read me in the zip detailing all the mods although it does make reference to the 1.3 system that is in Subscriber area. Disregard that!

The 2.0 system looks great with addition of Rogue spells! One thing though. MagusSpell.cs was in the top level Class-Magus directory and also in the Magus Spells directory. I just deleted the one in the "Magus Spells" directory to solve the install errors.
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Old 01-09-2005, 04:20 PM   #32 (permalink)
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Thumbs up Bard Spells

I upgraded my bard spells the same way. And it works great with command words.
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Old 01-09-2005, 04:22 PM   #33 (permalink)
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wow awesome TY! Checking this out right now!

I haven't signed back up to become a full paid member again so i nolonger have access to the orginal post in the member section. So i'll be doing the work for this system in this post.

-Sly
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Old 01-09-2005, 07:57 PM   #34 (permalink)
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Quote:
Originally Posted by X-SirSly-X
wow awesome TY! Checking this out right now!

I haven't signed back up to become a full paid member again so i nolonger have access to the orginal post in the member section. So i'll be doing the work for this system in this post.

-Sly
It is all yours!

All I had to do to make it work with 2.0 was replace the Bard-Class folders.
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Old 01-09-2005, 09:48 PM   #35 (permalink)
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ssalter: I've taken what you posted and mod it, basically the songbookgump.cs file and scrolls. After messing around with it i found a bug which will always crash the server here is how to reporduce the bug:

[add songbook
open the book and then close it and cancel the target for an instrument

[add icecarolscroll (or any scroll)
put the scroll in and then cast the spell and it will crashes the server

The reason I changed the bookgump was b/c i prefer the smart book style which only displays spell info if the scroll is added in the book. And the changes to the scrolls were to keep them the same hue as the book.

-Sly

**Edit
Oh i also changed around magesbalad so the mana regen works better. which is included.
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Old 01-10-2005, 09:51 AM   #36 (permalink)
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Sounds great....I didn't try opening and closing the book without targeting an instrument.! I could drop any songscroll onto the book and cast it however, not sure why it crashed for you.
As to the other changes, that is great! Glad you could use it.

Note: However, now it crashes the server
-add a songbook
-add a song (I used icecarol)
-drop song on book and it appears in book
-click song and it prompts you for instrument if you dont have one set. So far so good, that is what it should do.
- add instrument
- click song, get prompted and click instrument.
- click song...it starts to cast and server crashes

same crash that was happening before I made the changes.

Code:
Exception:
System.NullReferenceException: Object reference not set to an instance of an object.
   at Server.Spells.Song.IceCarolSong.OnCast()
   at Server.Spells.CastTimer.OnTick()
   at Server.Timer.Slice()
   at Server.Core.Main(String[] args)
If I don't get a chance today, I'll take a look at it tonight when I get home.

ok ok, did another quick test...if you close book without selecting anything it acts as if you meant to cast a spell. You get the "you need an instrument selected to cast that spell. That probably is related to the crash.

yeah, crashes everytime you cast a spell now. tried a different spell as well....with instrument selected before, with instrument not selected yet, etc.
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Old 01-10-2005, 05:06 PM   #37 (permalink)
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ssalter: yep same issue w/ crashing.. I honestly have no idea how to fix it, I'm still a beginner at scripting. Any fixes you could think of would be greatly appreciated! And don't worry I will be giving you full credit for your work and how you have helped! I'm not looking to steal anyones thunder, just trying to help make a complete functional spell system!

side note plans for tonight:
-change around the monk book
-Get things ready for Lucid Nagual's Undead Spell system

-Sly
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Old 01-10-2005, 06:23 PM   #38 (permalink)
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Default Undead Update

I'm finishing up on a few spells. I decided to make more simplistic spells and eventually update them down the road. Some of the spells are very difficult for me cause I'm so new at scripting. But one issue I have with these spellbooks is this....

I make a new empty spellbook and create one of the missing scrolls. Then add it to the book. The book states that I have one spell but when I open the book all spells are available. This has been a pain in my ass for a few months now. I can only sell full spellbooks. So, I was wondering if anyone feels like working on a new smart book system? Or has a solution for the existing system? If we re-design the spellbook system we may want to consider the EC Book method. I will provide the files. Take a look at it and tell me what U think. If you start on it please post your findings. THX
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File Type: zip EC Book & Scrolls.zip (1.5 KB, 52 views)
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Old 01-11-2005, 07:31 PM   #39 (permalink)
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Quote:
Originally Posted by X-SirSly-X
ssalter: yep same issue w/ crashing.. I honestly have no idea how to fix it
Ok, the problem was with the spell scripts themselves. I am still using the book I had in the distro I uploaded but it shouldn't make a difference with your smart spellbook since the prob was in the spells themselves.

I just didn't test enough and also scripted in an obvious stupidity.

The difficulty with Bard spells is that we want to play the sound of the instrument that is linked to the song book. So, in the spell itself we need to access that property. To do that we need to identify the songbook first.

I originally had:

Code:
Spellbook book = Spellbook.Find( Caster, 351);
but what that says is "find the spellbook that has spell 351 in it. Well, that is cool and fine as long as you have the first song already in the book. Works great when you are testing and either always adding the first song to the book or [allspells. lol. But, if you add the 4th, 7th, 12th song to the songbook first, spell 351 is not in there and thus the crash.

To fix it I did this:
Code:
Spellbook book = Spellbook.Find( Caster, -1, SpellbookType.Song );
I made that change to all the bard spells and the contents of the attached zip should replace everything in the class-bard/spells subdirectory.

I DID test this several times, trying to break it but so far, all is cool. I want to do some mods to the actual spells themselves too but will wait to do that until later.


It "should" work with your other spellbook type but I haven't tried it. I kinda like the book I'm using because it does give descriptions on all the spells. Just lets the player feel some anticipation on what they are going to be getting.

However, if there are still problems, let me know and I'll make sure your smartbook works with it as well.
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Old 01-11-2005, 08:25 PM   #40 (permalink)
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Wow sweet it works great! TY for all your help!

Hopefully later tonight I'll be posting a new spell book series created by Lucid Nagual. We've been working on it all day. LOL It's a remake of the Necro book combined with Lucid Nagual's Undead spells. Plus I've touched up the Monk book a little.

-Sly
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Old 01-11-2005, 09:02 PM   #41 (permalink)
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ssalter: I've tried to update the original mages ballad song which i was successful at, the mana regen numbers were too low. But I can't seem to figure out how to get it to work with what you have applied to the new set of spells you posted. Here is the file if you could switch it like you did to the others that would be great! thx

-Sly
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File Type: cs MagesBalladSong.cs (2.5 KB, 22 views)
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Old 01-12-2005, 02:52 PM   #42 (permalink)
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duh?!? i got it working here is the original Mage's Ballad spell that does mana regen.


Hopefully tomorrow the Undead system will be posted. Lucid Nagual is just finishing some final touch ups.

Here is how the Undead necro system will work...
It uses a smart book and the first two pages that are opened show the basic 16 necro spells and when you turn the page it shows the undead spells.

I just renamed the existing necro scrolls, book as to not have server conflicts. It will be easy to phase out existing necro stuff with this update. Just remove the items from NPC's and switch up the loot system to drop the new scrolls.

Only thing added to the necro spells is a new familiar i wrote. Just have to wait and try it out when All Spell Books 3.0 is released

-Sly
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Old 01-14-2005, 12:27 AM   #43 (permalink)
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Lot's of new fixes & two new spell systems (necro combined w/ undead). Thanks to everyone thats is helping! All the proper thanks are in the readme files and in the main first post along with the new .zip files.

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Old 01-14-2005, 12:43 AM   #44 (permalink)
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Default Vending

I will be working on special vendors that correctly display the custom items. I'll post them when i am done.

Here are the new full Spellbooks:
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File Type: cs FullSpellbooks.cs (6.2 KB, 80 views)
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Old 01-14-2005, 08:45 AM   #45 (permalink)
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I don't know if its been said yet, but a few posible Ranger spells could be, Charm animal/person, animal companion (fimilar panthers, dire bears, rats...etc), hold animal/person. bark or stone skin, flawless tracking, maybe some D&D 3rd E feats like cleave, rapid shot or the like.
for rouge create trap would be nice. or the reverse detect trap, (only good against other rouge though if only they set traps ) maybe s spell that would increase LP for a short time. or assasins dagger spell to bless a dagger.
I know you guys are very bussy, I just saw that you wanted a few ideas

P.S. a falcon fimilar that you could possess would be really cool.
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Old 01-14-2005, 08:57 AM   #46 (permalink)
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Smile Suggestions

I see several that are possible. Including the dagger. I'll try and create some of these when I get some time. Thanks for the input.
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Old 01-14-2005, 08:58 AM   #47 (permalink)
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no prob. can probably sit down and come up with alot more heh all I really gota do is log on my Neverwinter nights mod
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Old 01-14-2005, 09:39 AM   #48 (permalink)
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Smile Neverwinter

I love that game. Haven't been able to play much of it lately though
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Old 01-14-2005, 11:15 AM   #49 (permalink)
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Hey got a question, Im adding all these new scrols to my loot pack right, and I noticed that the necromancers cure is named CurePoisonScroll, Will that actually spawn a necromencers scroll or a mages scroll written like that? Couldn't the spell for necromencers be called something like Vanquish Venom so theres an obviuos diffrence?

That just sounds better too for the evil dudes
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Old 01-14-2005, 11:53 AM   #50 (permalink)
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Actually u'r not the only person who has said that. But the mages spell is called Cure, and the undead one is called CurePoison. I would of called it something similar to what u have said, but I wanted people to have an idea of what it was for instead of having to read the description over and over til the spell settled in the memory. However when I was thinking of Venom I imagined it would be neat if venom was a new form of necromancers poison. If I did that somewhere down the road....then I'd save that name for like the Monk or Pally to cure the venom. Thanks for your comment..........Oh and did you change the lootpack? If you did can I have a copy it would save me some trouble. THX
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