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Old 01-21-2005, 05:59 PM   #76 (permalink)
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Smile MetallicSomber

Hey thx for the vendor. I think a bulk vendor exists...where I originally got this vending system. Hum..........here is the link:

Trapped Pouches/UseOnce?

It doesn't have some of the bells and whistles that I normally provide but it will do. BTW thank you Draco!!!

Here is a link for my reagent stones. I'm sure this has been done by others, but I seriously did script these cause I couldn't find them anywhere.

I want to run a shard on THIS.

And thx for your help Metallic!
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Old 01-21-2005, 08:12 PM   #77 (permalink)
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More rogue spells, and new rogue reg's should be out soon. Of course i'll take a little break and try out the new system! hopefully by the end of next week.

-Sly
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Old 01-22-2005, 09:36 AM   #78 (permalink)
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No problem. I tried my hand at making spells and the pethitic atempt failed lol I got it to compile, and even go into my new spell book, but when I cast the spell it crashed the shard, so I labled it my armageddon spell It was gona be a bless sype spell for the ranger called hunter's Aim that gives +20 to archery.
Im gona play with it some more see if I can get the hang of it.
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Old 01-23-2005, 01:36 PM   #79 (permalink)
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I got this system to work on my new runuo system. However the spell ids for both magus and Undead (all) need to be redone. I'd Post mine but, I have an entirely new Regement system heh, so Id have to post the while thing as a whole. I Used 600's for the Magus and 700's for the Undead and that seems to work.
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Old 01-23-2005, 01:37 PM   #80 (permalink)
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either renumber those or renumber the ones for ninja and sumarai..that is what I did. Those aren't in place anyway
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Old 01-23-2005, 03:32 PM   #81 (permalink)
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Smile SE Spells

I may start working on the new SE spells I'd leave the SE spells with the number assigned. The reason why is this: all custom spell systems should be a number somewhat higher than EA Games spells systems anyway. You never know what they will release next, so it is a bit smarter to start with higher numbers. I agree with moving the undead and magus spells systems and I have already done it. 600-650 range for magus then 650-700 range for undead. Unfortunately my shard is custom galore and I'm still trying to get the new runuo to work (a lot of file merging ). I hope that I can offer some assistance soon.
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Old 01-23-2005, 04:58 PM   #82 (permalink)
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actualy I wrote the druid system, Voran doubled it and much more importantly actualy supported the thing. :P
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Old 01-23-2005, 10:02 PM   #83 (permalink)
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Thumbs up Jln

Thanks for the Druid system. I created the Undead spells based on existing spell systems (with the help of Voran). I have never taken create for Druid sry (hope you didn't get the wrong impression). We are only finding ways to bring all spells systems into ONE big managable system. We would appreciate any assistance you can give us with existing spells and future systems.

And...I know 2 SE spells exist has anyone completed the rest? Seems like we are being punished over voicing our impatience with the new runuo release. *rolls eyes*
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Old 01-23-2005, 11:00 PM   #84 (permalink)
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No actualy, was bored and decided to pop my name in for a little credit whoring :P hope I did not give the wrong impression, I think meshing them all together in order, especial grouping up the spell registry, while still leaving room for default exspansions is a great idea, so that people could easily install one, or one then two more later on, or all of them at once, etc. with ease, also a standard big pack'o'regs, to help get any future sorcerer/alchemist/etc started.

A few things on the regs with spring water I was using a custom hue, when design, and since the original posting was an example not a sumbission, I didnt worry about it. I remember something about them being black, we use a new hues now that is base on the original hues. The hue 0x847, which is one of the blue bird hues is used, the ice hues also work, but we prefer the duller blue.

Destroying Angel is a common name for a type of poisonous white-ish mushroom, dont ask me to look up the classification. At the time the explanation was posted I did not know about the stackable zoogi fungus id 0x26B7, hue 0x290, I almost kicked myself when Voran made the addition and, more than likely because of my lack of clearness, using the yarn grfx, they seemed not to end up being used in the mushroom spells.

and its 'sheild' Im telling you...
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Old 01-24-2005, 11:47 AM   #85 (permalink)
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I before E except after C *wink*
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Old 01-24-2005, 01:34 PM   #86 (permalink)
 
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LOLOL I couldn't help but laugh at that hehehe lol
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Old 01-25-2005, 08:32 PM   #87 (permalink)
 
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Default new runuo

when is a version compatible with new runuo gonna be out
?
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Old 01-25-2005, 09:58 PM   #88 (permalink)
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Question Transition

Sry I haven't been able to change over to the new runuo. I'm having a hard time changing over my playermobile. Is there anyone that can help? If I can keep my players from being deleted then I can start working on the spell system. Otherwise, I'll keep trying.
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Old 01-25-2005, 11:55 PM   #89 (permalink)
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I'm working on a major overhaul of the system. here is how it's going to break down.

-12 class spells per book, plus:
-a form of....mark, recall, gate, healing, and cure poison.
for a total of 16 spells per book.

reason for the spell drop is to balance things out between the class spells. The extra spells aren't going away or anything bad. I will just use them in another class book, and mod them to fit that class.

All the spell/scroll ID's and initializer will have to be changed.

-I will not be adding in the Bushido or Ninjitsu books/spells in this system. I don't see how they fit in with a the current classes, and where I'm taking the system. I have a copy of the Bushido and Ninjitsu spells which I will be using to help fill in and balance the spell books, primarly for Ranger, and Rogue books.

-The Rogue, and Ranger books will use stamina to cast the spells instead of mana.

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Old 01-26-2005, 01:27 AM   #90 (permalink)
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Smile New SE Spells

I'll be looking at sticking with the new SE spells.
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Old 01-26-2005, 07:53 AM   #91 (permalink)
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I'm doing some heavy mods to the spells as well. Leavening the Magus spells so they aren't quite that powerful, changing most of the Bard spells, changed Monk back to Cleric, etc, etc. The new SE spells should incorporate right into the whole set with no problem and seem to fit in fine with SE.
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Old 01-26-2005, 08:20 AM   #92 (permalink)
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ssalter, when your done with the changes to the bard, and magus spells could you please post them?

I'll be posting a rough outline of the initializer.cs in a few which will give a rough idea where the spells will be going.

-Sly
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Old 01-26-2005, 11:11 AM   #93 (permalink)
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Direction of the new spell system. I'm going to redistribute the original 64 spells, Ninjitsu, and Bushido spells and mod them and split them up into the certain classes. With the use of spells, or abilities for classes that don't use mana, and through the use of potions. It should be a even playing field.

here is how it will look when it's done & please comment if you see something that would be unbalancing.

*this is just a real rough outline for my thought placement of where spells will be going.

initilizer.cs
Code:
using System;
using Server;

namespace Server.Spells
{
	public class Initializer
	{
		public static void Initialize()
		{

			if ( Core.AOS )
			{
// Necromancy spells
				Register( 100, typeof( Necromancy.AnimateDeadSpell ) );
				Register( 101, typeof( Necromancy.BloodOathSpell ) );
				Register( 102, typeof( Necromancy.CorpseSkinSpell ) );
				Register( 103, typeof( Necromancy.CurseWeaponSpell ) );
				Register( 104, typeof( Necromancy.EvilOmenSpell ) );
				Register( 105, typeof( Necromancy.HorrificBeastSpell ) );
				Register( 106, typeof( Necromancy.LichFormSpell ) );
				Register( 107, typeof( Necromancy.MindRotSpell ) );

				Register( 108, typeof( Necromancy.PainSpikeSpell ) );
				Register( 109, typeof( Necromancy.PoisonStrikeSpell ) );
				Register( 110, typeof( Necromancy.StrangleSpell ) );
				Register( 111, typeof( Necromancy.SummonFamiliarSpell ) );
				Register( 112, typeof( Necromancy.VampiricEmbraceSpell ) );
				Register( 113, typeof( Necromancy.VengefulSpiritSpell ) );
				Register( 114, typeof( Necromancy.WitherSpell ) );
				Register( 115, typeof( Necromancy.WraithFormSpell ) );

				Register( 116, typeof( Necromancy.FireMarkSpell ) );
				Register( 117, typeof( Necromancy.TravelByFireSpell ) );
				Register( 118, typeof( Necromancy.CurePoison ) );
				Register( 119, typeof( Necromancy.HellFireFieldSpell ) );
				Register( 120, typeof( Necromancy.GraveyardGatewaySpell ) );
				Register( 121, typeof( Necromancy.MisfitsOfMondainSpell ) );
				Register( 122, typeof( Necromancy.RevivalBySeanceSpell ) );
				Register( 123, typeof( Necromancy.HordeMinionsEyesSpell ) );
				
				Register( 124, typeof( Necromancy.WallOfSpikesSpell ) );
				Register( 125, typeof( Necromancy.PoisonIvyPatchSpell ) );
				Register( 126, typeof( Necromancy.BloodPactSpell ) );
//				Register( 19, typeof( Third.PoisonSpell ) );
//				Register( 45, typeof( Sixth.MassCurseSpell ) );
//				Register( 38, typeof( Fifth.PoisonFieldSpell ) );

//Paladin abilities
				Register( 200, typeof( Chivalry.CleanseByFireSpell ) );
				Register( 201, typeof( Chivalry.CloseWoundsSpell ) );
				Register( 202, typeof( Chivalry.ConsecrateWeaponSpell ) );
				Register( 203, typeof( Chivalry.DispelEvilSpell ) );
				Register( 204, typeof( Chivalry.DivineFurySpell ) );
				Register( 205, typeof( Chivalry.EnemyOfOneSpell ) );
				Register( 206, typeof( Chivalry.HolyLightSpell ) );
				Register( 207, typeof( Chivalry.NobleSacrificeSpell ) );

				Register( 208, typeof( Chivalry.RemoveCurseSpell ) );
				Register( 209, typeof( Chivalry.SacredJourneySpell ) );
//				Register( 210, typeof( Chivalry.HeavensLight ) );
//				Register( 211, typeof( Chivalry.CloudPortal ) );
//				Register( 212, typeof( Chivalry.LightningMark ) );
//				Register( 213, typeof( First.ReactiveArmorSpell ) );
//				Register( 17, typeof( Third.FireballSpell ) );			/change hue
//				Register( 09, typeof( Second.CunningSpell ) );
//				Heaven's Hero

//Bard abilities
				Register( 501, typeof( Song.ArmysPaeonSong ) );
				Register( 502, typeof( Song.EnchantingEtudeSong ) );
				Register( 503, typeof( Song.EnergyCarolSong ) );
				Register( 504, typeof( Song.EnergyThrenodySong ) );
				Register( 505, typeof( Song.FireCarolSong ) );
				Register( 506, typeof( Song.FireThrenodySong ) );
				Register( 507, typeof( Song.FoeRequiemSong ) );
				Register( 508, typeof( Song.IceCarolSong ) );
				Register( 509, typeof( Song.IceThrenodySong ) );
				Register( 510, typeof( Song.KnightsMinneSong ) );
				Register( 511, typeof( Song.MagesBalladSong ) );
				Register( 512, typeof( Song.MagicFinaleSong ) );
				Register( 513, typeof( Song.PoisonCarolSong ) );
				Register( 514, typeof( Song.PoisonThrenodySong ) );
				Register( 515, typeof( Song.SheepfoeMamboSong ) );
				Register( 516, typeof( Song.SinewyEtudeSong ) );
//				Register( 37, typeof( Fifth.ParalyzeSpell ) );
//				Register( 40, typeof( Sixth.DispelSpell ) );
//				Register( 30, typeof( Fourth.ManaDrainSpell ) );
//				Register( 58, typeof( Eighth.ResurrectionSpell ) );
//				Mark
//				Recall
//				Gate
//				Cure
//				Summon Rats				

//Dragoon
//				Mark
//				Recall
//				Gate
//				Heal
//				Cure
//				FieldRepairItem
//				Register( 400, typeof( Ninjitsu.FocusAttack ) );
//				Register( 401, typeof( Ninjitsu.DeathStrike ) );
//				Register( 402, typeof( Ninjitsu.AnimalForm ) );       //Lizard/dead forms
//				Register( 403, typeof( Ninjitsu.KiAttack ) );
//				Register( 300, typeof( Bushido.HonorableExecution ) );
//				Register( 301, typeof( Bushido.Confidence ) );
//				Register( 302, typeof( Bushido.Evasion ) );
//				Register( 303, typeof( Bushido.CounterAttack ) );
//				Register( 304, typeof( Bushido.LightningStrike ) );
//				Register( 305, typeof( Bushido.MomentumStrike ) );
//				Register( 15, typeof( Second.StrengthSpell ) );
//				Register( 08, typeof( Second.AgilitySpell ) );
//				Register( 26, typeof( Fourth.CurseSpell ) );
//				Register( 07, typeof( First.WeakenSpell ) );
//				Register( 19, typeof( Third.PoisonSpell ) );
//				Register( 00, typeof( First.ClumsySpell ) );
//				Register( 01, typeof( First.CreateFoodSpell ) );
//				Register( 02, typeof( First.FeeblemindSpell ) );
//				Register( 61, typeof( Eighth.EarthElementalSpell ) );

//Druid abilities
				Register( 551, typeof( Druid.FireflySpell ) );
				Register( 552, typeof( Druid.HollowReedSpell ) );
				Register( 553, typeof( Druid.PackOfBeastSpell ) );
				Register( 554, typeof( Druid.SpringOfLifeSpell ) );
				Register( 555, typeof( Druid.GraspingRootsSpell ) );
				Register( 556, typeof( Druid.BlendWithForestSpell ) );
				Register( 557, typeof( Druid.SwarmOfInsectsSpell ) );
				Register( 558, typeof( Druid.VolcanicEruptionSpell ) );
			 	Register( 559, typeof( Druid.TreefellowSpell ) );
			 	Register( 560, typeof( Druid.StoneCircleSpell ) );
				Register( 561, typeof( Druid.EnchantedGroveSpell ) );
				Register( 562, typeof( Druid.LureStoneSpell ) );
				Register( 563, typeof( Druid.NaturesPassageSpell ) );
				Register( 564, typeof( Druid.MushroomGatewaySpell ) );
				Register( 565, typeof( Druid.RestorativeSoilSpell ) );
				Register( 566, typeof( Druid.ShieldOfEarthSpell ) );
//				cure
//				poi
//				mark
				

//Magus abilities
				Register( 601, typeof( Magus.FireworksSpell ) );
				Register( 602, typeof( Magus.GreatLightSpell ) );
				Register( 603, typeof( Magus.SleepSpell ) );
				Register( 604, typeof( Magus.AwakenSpell ) );
				Register( 605, typeof( Magus.AwakenAllSpell ) );
				Register( 606, typeof( Magus.SwarmSpell ) );
				Register( 607, typeof( Magus.PeerSpell ) );
				Register( 608, typeof( Magus.SeanceSpell ) );

				Register( 609, typeof( Magus.DanceSpell ) );
				Register( 610, typeof( Magus.MassSleepSpell ) );
				Register( 611, typeof( Magus.CloneSpell ) );
				Register( 612, typeof( Magus.FireRingSpell ) );
				Register( 613, typeof( Magus.TremorSpell ) );
				Register( 614, typeof( Magus.SleepFieldSpell ) );
				Register( 615, typeof( Magus.MassMightSpell ) );
				Register( 616, typeof( Magus.InvisibilityAllSpell ) );

				Register( 617, typeof( Magus.DeathVortexSpell ) );
//				Register( 618, typeof( Magus.MassDeathSpell ) );		//replace massdeath for EQ	
//				Register( 19, typeof( Third.PoisonSpell ) );
//				Register( 55, typeof( Seventh.PolymorphSpell ) );
//				Register( 50, typeof( Seventh.FlameStrikeSpell ) );
//				Register( 51, typeof( Seventh.GateTravelSpell ) );
//				Register( 52, typeof( Seventh.ManaVampireSpell ) );
//				Register( 53, typeof( Seventh.MassDispelSpell ) );
//				Register( 54, typeof( Seventh.MeteorSwarmSpell ) );
//				Register( 56, typeof( Eighth.EarthquakeSpell ) );
//				Register( 58, typeof( Eighth.ResurrectionSpell ) );
//				Register( 21, typeof( Third.TeleportSpell ) );

//Monk abilities
				Register( 651, typeof( Monk.AngelicFaithSpell ) );
				Register( 652, typeof( Monk.BanishEvilSpell ) );
				Register( 653, typeof( Monk.DampenSpiritSpell ) );
				Register( 654, typeof( Monk.DivineFocusSpell ) );
				Register( 655, typeof( Monk.HammerOfFaithSpell ) );
				Register( 656, typeof( Monk.PurgeSpell ) );
				Register( 657, typeof( Monk.RestorationSpell ) );
				Register( 658, typeof( Monk.SacredBoonSpell ) );
				Register( 659, typeof( Monk.SacrificeSpell ) );
				Register( 660, typeof( Monk.SmiteSpell ) );
				Register( 661, typeof( Monk.TouchOfLifeSpell ) );
				Register( 662, typeof( Monk.TrialByFireSpell ) );
//				Register( 16, typeof( Third.BlessSpell ) );
//				Register( 24, typeof( Fourth.ArchCureSpell ) );
//				Register( 25, typeof( Fourth.ArchProtectionSpell ) );
//				Register( 33, typeof( Fifth.DispelFieldSpell ) );
//				Register( 35, typeof( Fifth.MagicReflectSpell ) );
//				Register( 36, typeof( Fifth.MindBlastSpell ) );
//				Register( 41, typeof( Sixth.EnergyBoltSpell ) );
//				Register( 46, typeof( Sixth.ParalyzeFieldSpell ) );
//				Register( 48, typeof( Seventh.ChainLightningSpell ) );
//				Register( 49, typeof( Seventh.EnergyFieldSpell ) );
//				Register( 57, typeof( Eighth.EnergyVortexSpell ) );
//				Register( 21, typeof( Third.TeleportSpell ) );
//				Register( 14, typeof( Second.ProtectionSpell ) );
//				Nightsight

//Ranger abilities
//				Mark
//				Heal
//				Recall
//				Gate
//				Enchant Bow
//				Nightsight
//				Falcon Gloves
//				Register( 39, typeof( Fifth.SummonCreatureSpell ) );
//				Register( 47, typeof( Sixth.RevealSpell ) );
//				Register( 565, typeof( Druid.RestorativeSoilSpell ) );
//				Register( 27, typeof( Fourth.FireFieldSpell ) );
//				Register( 19, typeof( Third.PoisonSpell ) );
//				Register( 04, typeof( First.MagicArrowSpell ) );


//Rogue Abilities
				Register( 750, typeof( Rogue.DivineFocusSpell ) );		//Not a spell, its used for Bodychanging
				Register( 751, typeof( Rogue.FalseCoinSpell ) );
				Register( 752, typeof( Rogue.CharmSpell ) );
				Register( 753, typeof( Rogue.SlyFoxSpell ) );
				Register( 754, typeof( Rogue.ShadowSpell ) );
				Register( 755, typeof( Rogue.IntimidationSpell ) );
//				Mark
//				Heal
//				Recall
//				Gate
//				Register( 34, typeof( Fifth.IncognitoSpell ) );
//				Register( 43, typeof( Sixth.InvisibilitySpell ) );
//				Register( 404, typeof( Ninjitsu.SurpriseAttack ) );
//				Register( 405, typeof( Ninjitsu.Backstab ) );
//				Register( 406, typeof( Ninjitsu.Shadowjump ) );
//				Register( 407, typeof( Ninjitsu.MirrorImage ) );
//				Register( 19, typeof( Third.PoisonSpell ) );


//Sapper abilities
//				Mark
//				Heal
//				Recall
//				Gate
//				Register( 22, typeof( Third.UnlockSpell ) );
//				Register( 18, typeof( Third.MagicLockSpell ) );
//				Register( 23, typeof( Third.WallOfStoneSpell ) );
//				Register( 20, typeof( Third.TelekinesisSpell ) );
//				Register( 29, typeof( Fourth.LightningSpell ) );
//				Register( 42, typeof( Sixth.ExplosionSpell ) );
//				Register( 32, typeof( Fifth.BladeSpiritsSpell ) );
//				Register( 19, typeof( Third.PoisonSpell ) );
//				Register( 11, typeof( Second.HarmSpell ) );
//				Register( 12, typeof( Second.MagicTrapSpell ) );
//				Register( 13, typeof( Second.RemoveTrapSpell ) );
			}
		}

		public static void Register( int spellID, Type type )
		{
			SpellRegistry.Register( spellID, type );
		}
	}
}
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Old 01-27-2005, 05:46 PM   #94 (permalink)
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Default Errors

First off...thanks for a cool script! Secondly since I use the newest version of runuo, I am getting the following error

Code:
RunUO - [www.runuo.com] Version 1.0.0, Build 36918
Scripts: Compiling C# scripts...failed (2 errors, 0 warnings)
 - Error: Scripts\Items\Skill Items\Magical\BookOfBushido.cs: CS0117: (line 9, c
olumn 60) 'Server.Items.SpellbookType' does not contain a definition for 'Samura
i'
 - Error: Scripts\Items\Skill Items\Magical\BookOfNinjitsu.cs: CS0117: (line 9,
column 60) 'Server.Items.SpellbookType' does not contain a definition for 'Ninja
'
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.
My question is, would leaving out the custom spellbook.cs file from this package, and using the distro spellbook.cs file fix these errors or am I being completely dense? (which is a definite possibility lately...lol)

*edit* or should I just wait for the next relase of this script?
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Old 01-27-2005, 06:17 PM   #95 (permalink)
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no it would not fix it, you'd just get a lot more errors. Add bushido and ninja to the allspells spell registry & spellbook
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Old 01-27-2005, 06:34 PM   #96 (permalink)
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Thanks I'll give that a try...one more quick question though, in the spellregistry.cs is this where I add the Ninja, and samurai?
Code:
private static string[] m_CircleNames = new string[]
			{
				"First",
				"Second",
				"Third",
				"Fourth",
				"Fifth",
				"Sixth",
				"Seventh",
				"Eighth",
				"Necromancy",
				"Chivalry",
				"Druid",
				"Magus",
				"Monk",
				"Song",
				"Rogue",
				"Undead"
			};
And here in the spellbook.cs?
Code:
namespace Server.Items
{
	public enum SpellbookType
	{
		Invalid = -1,
		Regular,
		Necromancer,
		Paladin,
		Druid,
		Magus,
		Monk,
		Song,
		Rogue,
		Undead
	}
Johabius is offline   Reply With Quote
Old 01-27-2005, 07:02 PM   #97 (permalink)
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yes, and then you will find an area farther down in spellbook.cs where you identify the spell number range, ie: if ( spellID >= 0 && spellID < 64 ) return SpellbookType.Regular;

I picked a very large number for my spell ranges for ninja and samurai and left the others as they were. Others selected to use the spell number range that the 1.0 distro uses and renumberd the spells in the spellsystem 2.0 system. It is your choice.


and finally in initializer.cs you register spells if you have them, but in this case, you are just "leaving room" for samurai and ninja so you don't need that. But, for future reference.
ssalter is offline   Reply With Quote
Old 01-27-2005, 09:10 PM   #98 (permalink)
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A new system should be out soon with the base spells, SE spells, and custom spells. I just totally redid how the spell books will look and work. I call it the uber smart spell book! haha hang tight folks

-Sly
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Old 01-30-2005, 04:02 AM   #99 (permalink)
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I'm still trying to learn how to make new spells but I was wondering is there a good easy way to figure out what spell effect anamiton ids to use? or what each looks like rather..
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Old 01-30-2005, 01:07 PM   #100 (permalink)
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