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Old 01-14-2005, 04:35 PM   #51 (permalink)
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yea if someone could post a lootpack w/ all the scrolls that would be kickass! i just haven't had the time yet! thx

-Sly
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Old 01-15-2005, 02:17 AM   #52 (permalink)
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Well what i did for loot back was replace the existing normal neccromancer spells, with the undead necromancer spells instead of adding diffrent ones then I went to chacter creation and added the undead necromancer book and deleted the normal one. I also added Bard Song book to bard creation but I have yet to actually finish that. I was testing them as I added them to make sure they all worked. I havent finished adding the other spells yet Im still debating on how I should add non necromancer spells.

I think What Im going to do is just add them to the necromancy scrolls as well, but I belive not all monsters that drop, regular scolls drop necromancy scrolls, and the necs are probably have a less chance of being droped so if I add more scrolls other then nec scrolls it could take forever to get the ocmplete spell book ya want heh. Ive made minor changes to my spell list the file names are the same, but the actuall spell names are changed heh. Some of the bard spells names needed a space in them I went and fixed them all.

Im also working on Editing the AI for necromencers written by Final Relms I think, to add some of the new spells. If I can figure it out I can make some AIs for the other new spells and classes.

One more question about Lootpack. I have been going by the required skill needed to cast, to figure out where to place them in loot, low, med, high. spells that require 0-34.9 are low levels, from 35-78.9 are meds, and 79-100 highs but for magus and rouge spells it doesn't say required skill needed to cast it. any way I can get a list of the required skill needed to cast the spells for those books?
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Old 01-15-2005, 09:56 AM   #53 (permalink)
 
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Unhappy errors

i tried to put the updated bard spell system in and got this:

World: Loading...An error was encountered while loading a saved object
- Type: Server.Items.Harp
- Serial: 0x4000D50A
Delete the object? (y/n)
y
Delete all objects of that type? (y/n)
y
After pressing return an exception will be thrown and the server will terminate

Error:
System.Exception: Load failed (items=True, mobiles=False, guilds=False, regions=
False, type=Server.Items.Harp, serial=0x4000D50A) ---> System.Exception: ***** B
ad serialize on Server.Items.Harp *****
at Server.World.Load()
--- End of inner exception stack trace ---
at Server.World.Load()
at Server.ScriptCompiler.Compile(Boolean debug)
at Server.Core.Main(String[] args)
This exception is fatal, press return to exit

it does this if i put y or n
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Old 01-15-2005, 03:36 PM   #54 (permalink)
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Blòódshot:
-I got that error also myself, it's fine. Just keep loading it, and it will crash a few more times. Then it will run fine. It just needs to delete the ingame instruments, but it will be fine afterwards.


MetallicSomber:
-To find the skills for the rogue and magus look at the spells directly. I will update the book gumps for them to show the req. skills.

-could you post your loot.cs and lootpack.cs files also? thx

-Sly
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Old 01-15-2005, 04:16 PM   #55 (permalink)
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Ok I got the lootpack.cs finished. Install instructions, backup/delete original lootpack.cs from, scripts/misc and replace with this one.

Features: Old necromancer scrolls have been removed. Scrolls where replaced with the updated necromancer scrolls. Other spells Include, Magus, Rouge, druid, Monk, and Bard songs.
The drawback is they only spawn on magic casting Undead by defalt. In order for them to spawn more often you need to edit each creature you want them to spawn on. Also, it advised to edit, the mage vendor and replace the necromencer book with the Undead Necromancer spell book as well as chacter creation.
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File Type: cs LootPack.cs (31.8 KB, 38 views)
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Old 01-16-2005, 02:52 PM   #56 (permalink)
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I redid the loot.cs & lootpack.cs to randomly drop a random scroll at a 20% chance drop rate on ANY monster. This will keep the scrolls rare and in demand. I'm all for a player run economy and not a npc economy, and it makes the game more fun to hunt & collect scrolls. If you already have mod'ed your loot.cs & lootpack.cs files just do a search for:

Code:
NewScrolls
and just add that part to your existing files. Also this lootpack is setup to drop all the dif kinds of jewelry. The standard runuo distro was missing a few types like earrings, and a few others.

MetallicSomber, use these instead of your files so you don't have to edit monsters manually, they will spawn on all monsters now.

Hope this helps

X-SirSly-X
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File Type: cs Loot.cs (17.2 KB, 65 views)
File Type: cs LootPack.cs (34.2 KB, 65 views)
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Old 01-16-2005, 03:04 PM   #57 (permalink)
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Oh thanks. I was trying to figure out how to do that.
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Old 01-16-2005, 03:12 PM   #58 (permalink)
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Thumbs up Lootpack

Oh killer! Thx SirSly! I haven't had the time to get to this. I'm working on a huge event system at the moment. It is taking up a lot of my time. I'm not looking forward to having to script color wars
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Old 01-16-2005, 06:26 PM   #59 (permalink)
 
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boo, HAHAHAHAH
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Old 01-16-2005, 07:48 PM   #60 (permalink)
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Question about Sence spell in magus. I've been playing around with the spells changing to add custom regs for my shard, and When I was testing the Magus Spells I had read the discriptipn of the spell, and was expecting the molten lava spell (similar to that of the druid) but instead I got the message, you enter the land of the dead. Now seeing that I was a GM with 200 hp, I was a bit shocked. but come to find out it was exactly what the spell was scripted to do because it wore off lol. So is the spell discription for Magus spel book wrong? or is my copy because of my editing it, changed it?
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Old 01-16-2005, 09:33 PM   #61 (permalink)
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Crap thanks for heads up. It should read as this:

Code:
This spell enables the magus to move as a ghost.
-Sly
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Old 01-16-2005, 11:12 PM   #62 (permalink)
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Smile Monk spells

Yeah I have my monk spells setup to use chivalry & healing.
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Old 01-17-2005, 12:38 AM   #63 (permalink)
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Wraith thats a cool idea to have the book open on a skill check!

-Sly
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Old 01-17-2005, 10:36 AM   #64 (permalink)
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i updated with these and my shard keeps crashing
Code:
Exception:
System.ArgumentOutOfRangeException: Index was out of range.  Must be non-negative and less than the size of the collection.
Parameter name: index
   at System.Collections.BitArray.Get(Int32 index)
   at Server.Regions.CustomRegion.OnBeginSpellCast(Mobil  e from, ISpell s)
   at Server.Spells.Spell.Cast()
   at Server.Gumps.DruidicSpellbookGump.OnResponse(NetSt  ate state, RelayInfo info)
   at Server.Network.PacketHandlers.DisplayGumpResponse(  NetState state, PacketReader pvSrc)
   at Server.Network.MessagePump.HandleReceive(NetState ns)
   at Server.Network.MessagePump.Slice()
   at Server.Core.Main(String[] args)
I did not modify any of the spells in the package and installed them as directions said to.
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Old 01-17-2005, 12:36 PM   #65 (permalink)
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You still have a file containing an old part of your OLD druid spell system. I just ran a search of all 46 files and the word "Druidic" doesn't appear at all in my spell system. So make sure you remove everything from your old system.

-Sly
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Old 01-17-2005, 12:55 PM   #66 (permalink)
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Quote:
Originally Posted by X-SirSly-X
duh?!? i got it working here is the original Mage's Ballad spell that does mana regen.
sorry bud, I was out for awhile. Glad you got it working, it should have just been a matter of changing your regen numbers in the script I had in the zip.

Looks like y'all are making lots of changes. Way cool, this is going to be a definitive system once it is all setup and bugs worked out.

Note to all shard owners: Test this for a couple weeks on your dev server before adding to a production server. If you have existing customized spell systems, this could blow things up if you don't remove all traces of the old systems. If your players have custom spellbooks you may want to modify the scripts to allow for serialization as well or you'll poof their beloved books.
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Old 01-17-2005, 03:46 PM   #67 (permalink)
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Default Oops Sly, I posted the wrong crash log

this is the one from 7:51 am today, after i had purged and then re-added from your zip files


Code:
Exception:
System.ArgumentOutOfRangeException: Index was out of range.  Must be non-negative and less than the size of the collection.
Parameter name: index
   at System.Collections.BitArray.Get(Int32 index)
   at Server.Regions.CustomRegion.OnBeginSpellCast(Mobile from, ISpell s)
   at Server.Spells.Spell.Cast()
   at Server.Gumps.DruidSpellbookGump.OnResponse(NetState state, RelayInfo info)
   at Server.Network.PacketHandlers.DisplayGumpResponse(NetState state, PacketReader pvSrc)
   at Server.Network.MessagePump.HandleReceive(NetState ns)
   at Server.Network.MessagePump.Slice()
   at Server.Core.Main(String[] args)
As you can see there is no Druidic anywhere.
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Old 01-17-2005, 03:58 PM   #68 (permalink)
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is it loading up or is it crashing when you try a spell? And you replaced your existing:
Initializer.cs
Spellbook.cs
SpellRegistry.cs
with my files? Or did you just manually edit them?

-Sly
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Old 01-17-2005, 04:03 PM   #69 (permalink)
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I replaced them totally with yours. It loads and compiles fine, but then ( I am never on when it happens) But the server crashes. 2 players said they saw the crash msg after they had cast blend with forest and one of the other Druid spells.
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Old 01-17-2005, 04:50 PM   #70 (permalink)
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Smile Flowerbudd

Hey I know what your problem is....you have customizable regions. Whenever adding new spell systems you must place new region controllers. Otherwise it isn't setup for the new spells that are being cast in that area. Hope this helps u.
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Old 01-17-2005, 05:39 PM   #71 (permalink)
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Quote:
Originally Posted by Lucid Nagual
Hey I know what your problem is....you have customizable regions. Whenever adding new spell systems you must place new region controllers. Otherwise it isn't setup for the new spells that are being cast in that area. Hope this helps u.
That does make perfect sense, Lucid. Nice catch! The error log gave it away, at least to someone who was perceptive enough to key on the word "customregion".
*bows to lucid muttering 'i am not worthy, i am not worthy' *

Anytime someone tries to cast a "new" spell in one of the customregions, it'll crash the server since the restrictedspell list doesn't contain it.
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Old 01-17-2005, 10:06 PM   #72 (permalink)
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flowerbudd: is it working now?

Anyone think they could give me a hand on this old post of mine:

Guildstone in a casual part of the map!

i posted it awhile ago but i still haven't figured out how to serialize it. The class gear would go great w/ the new spell system. thx

-Sly
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Old 01-17-2005, 10:36 PM   #73 (permalink)
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Seems like it is, I cast every single spell and no crash, now I am having an issue with custom regions which I posted in script support, if it ain't one thing it's another blah
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Old 01-17-2005, 10:50 PM   #74 (permalink)
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Smile Custom Regions

Yeah custom regions will always be a problem. I only use it in a few areas.
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Old 01-21-2005, 05:26 PM   #75 (permalink)
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Exclamation My Additions

Ok guys and gals. Here is my addition to this pack

Lucid I used the gump you created for your mary jane vendor to make a few new vendors. they each sell a spell book, and a few scrolls for each of the ones you have finished (not counting the rogue)

I also created some books that have all the key words written down by profession that you can either [add ingame or put in chacter creation, or on a vendor or what ever you want to do with them just a quick refrence for the players so they dont have to keep asking you how to cast the spells.

I know its not much but I really like this project and the related ones that go with it. And this is my sad atempt to help out

Lucid I did not add regs to the vendors because I did not know how to sell stackables using your gump. anyways its plug 'n play put in customs and try em out.
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