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| Script Support Get support for modifying RunUO Scripts, or writing your own! |
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#1 (permalink) |
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Newbie
Join Date: Jun 2007
Age: 23
Posts: 47
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I would like to know where i can change the time of logout when the player turn of the shard
help me please because i search this in forum,but i didn't found thnks sorry for the english, because i'm brazilian =D |
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#2 (permalink) |
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Forum Novice
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This code in PlayerMobile.cs is dealing with the logout delay:
Code:
public override TimeSpan GetLogoutDelay()
{
if ( Young || BedrollLogout || TestCenter.Enabled )
return TimeSpan.Zero;
return base.GetLogoutDelay();
}
Code:
public virtual TimeSpan GetLogoutDelay()
{
return Region.GetLogoutDelay( this );
}
Code:
private static TimeSpan m_StaffLogoutDelay = TimeSpan.FromSeconds( 10.0 );
private static TimeSpan m_DefaultLogoutDelay = TimeSpan.FromMinutes( 5.0 );
public virtual TimeSpan GetLogoutDelay( Mobile m )
{
if ( m_Parent != null )
return m_Parent.GetLogoutDelay( m );
else if ( m.AccessLevel > AccessLevel.Player )
return m_StaffLogoutDelay;
else
return m_DefaultLogoutDelay;
}
![]() Hope that helps |
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#9 (permalink) | |
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Forum Expert
Join Date: Jan 2008
Posts: 286
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You said
Quote:
__________________
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#10 (permalink) |
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Newbie
Join Date: Jun 2007
Age: 23
Posts: 47
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Code:
private static TimeSpan m_StaffLogoutDelay = TimeSpan.FromSeconds( 10.0 );
private static TimeSpan m_DefaultLogoutDelay = TimeSpan.FromMinutes( 5.0 );
public virtual TimeSpan GetLogoutDelay( Mobile m )
{
if ( m_Parent != null )
return m_Parent.GetLogoutDelay( m );
else if ( m.AccessLevel > AccessLevel.Player )
return m_StaffLogoutDelay;
else
return m_DefaultLogoutDelay;
}
but the console couldn't read "m_parent" he said don't exist thie in the current context =/ |
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#11 (permalink) | |
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Forum Expert
Join Date: Jan 2008
Posts: 286
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Quote:
Code:
private static TimeSpan m_StaffLogoutDelay = TimeSpan.FromSeconds( 10.0 );
private static TimeSpan m_DefaultLogoutDelay = TimeSpan.FromMinutes( 5.0 );
// Define m_Parent here
public virtual TimeSpan GetLogoutDelay( Mobile m )
{
if ( m_Parent != null )
return m_Parent.GetLogoutDelay( m );
else if ( m.AccessLevel > AccessLevel.Player )
return m_StaffLogoutDelay;
else
return m_DefaultLogoutDelay;
}
__________________
Last edited by Kitchen_; 06-14-2008 at 08:45 AM. |
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#12 (permalink) |
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Newbie
Join Date: Jun 2007
Age: 23
Posts: 47
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This is the my baseregion.cs:
Code:
using System;
using System.Collections;
using System.Xml;
using Server;
using System.Collections.Generic;
namespace Server.Regions
{
public enum SpawnZLevel
{
Lowest,
Highest,
Random
}
public class BaseRegion : Region
{
public static void Configure()
{
Region.DefaultRegionType = typeof( BaseRegion );
}
private string m_RuneName;
private bool m_NoLogoutDelay;
private SpawnEntry[] m_Spawns;
private SpawnZLevel m_SpawnZLevel;
private bool m_ExcludeFromParentSpawns;
public string RuneName{ get{ return m_RuneName; } set{ m_RuneName = value; } }
public bool NoLogoutDelay{ get{ return m_NoLogoutDelay; } set{ m_NoLogoutDelay = value; } }
public SpawnEntry[] Spawns
{
get{ return m_Spawns; }
set
{
if ( m_Spawns != null )
{
for ( int i = 0; i < m_Spawns.Length; i++ )
m_Spawns[i].Delete();
}
m_Spawns = value;
}
}
public SpawnZLevel SpawnZLevel{ get{ return m_SpawnZLevel; } set{ m_SpawnZLevel = value; } }
public bool ExcludeFromParentSpawns{ get{ return m_ExcludeFromParentSpawns; } set{ m_ExcludeFromParentSpawns = value; } }
public override void OnUnregister()
{
base.OnUnregister();
this.Spawns = null;
}
public override TimeSpan GetLogoutDelay( Mobile m )
{
if ( m_NoLogoutDelay )
{
if ( m.Aggressors.Count == 0 && m.Aggressed.Count == 0 && !m.Criminal )
return TimeSpan.Zero;
}
return base.GetLogoutDelay( m );
}
public static string GetRuneNameFor( Region region )
{
while ( region != null )
{
BaseRegion br = region as BaseRegion;
if ( br != null && br.m_RuneName != null )
return br.m_RuneName;
region = region.Parent;
}
return null;
}
public static bool CanSpawn( Region region, params Type[] types )
{
while ( region != null )
{
if ( !region.AllowSpawn() )
return false;
BaseRegion br = region as BaseRegion;
if ( br != null )
{
if ( br.Spawns != null )
{
for ( int i = 0; i < br.Spawns.Length; i++ )
{
SpawnEntry entry = br.Spawns[i];
if ( entry.Definition.CanSpawn( types ) )
return true;
}
}
if ( br.ExcludeFromParentSpawns )
return false;
}
region = region.Parent;
}
return false;
}
public override bool AcceptsSpawnsFrom( Region region )
{
if ( region == this || !m_ExcludeFromParentSpawns )
return base.AcceptsSpawnsFrom( region );
return false;
}
private Rectangle3D[] m_Rectangles;
private int[] m_RectangleWeights;
private int m_TotalWeight;
private static ArrayList m_Buffer1 = new ArrayList();
private static ArrayList m_Buffer2 = new ArrayList();
private void InitRectangles()
{
if ( m_Rectangles != null )
return;
// Test if area rectangles are overlapping, and in that case break them into smaller non overlapping rectangles
for ( int i = 0; i < this.Area.Length; i++ )
{
m_Buffer2.Add( this.Area[i] );
for ( int j = 0; j < m_Buffer1.Count && m_Buffer2.Count > 0; j++ )
{
Rectangle3D comp = (Rectangle3D) m_Buffer1[j];
for ( int k = m_Buffer2.Count - 1; k >= 0; k-- )
{
Rectangle3D rect = (Rectangle3D) m_Buffer2[k];
int l1 = rect.Start.X, r1 = rect.End.X, t1 = rect.Start.Y, b1 = rect.End.Y;
int l2 = comp.Start.X, r2 = comp.End.X, t2 = comp.Start.Y, b2 = comp.End.Y;
if ( l1 < r2 && r1 > l2 && t1 < b2 && b1 > t2 )
{
m_Buffer2.RemoveAt( k );
int sz = rect.Start.Z;
int ez = rect.End.X;
if ( l1 < l2 )
{
m_Buffer2.Add( new Rectangle3D( new Point3D( l1, t1, sz ), new Point3D( l2, b1, ez ) ) );
}
if ( r1 > r2 )
{
m_Buffer2.Add( new Rectangle3D( new Point3D( r2, t1, sz ), new Point3D( r1, b1, ez ) ) );
}
if ( t1 < t2 )
{
m_Buffer2.Add( new Rectangle3D( new Point3D( Math.Max( l1, l2 ), t1, sz ), new Point3D( Math.Min( r1, r2 ), t2, ez ) ) );
}
if ( b1 > b2 )
{
m_Buffer2.Add( new Rectangle3D( new Point3D( Math.Max( l1, l2 ), b2, sz ), new Point3D( Math.Min( r1, r2 ), b1, ez ) ) );
}
}
}
}
m_Buffer1.AddRange( m_Buffer2 );
m_Buffer2.Clear();
}
m_Rectangles = (Rectangle3D[]) m_Buffer1.ToArray( typeof( Rectangle3D ) );
m_Buffer1.Clear();
m_RectangleWeights = new int[m_Rectangles.Length];
for ( int i = 0; i < m_Rectangles.Length; i++ )
{
Rectangle3D rect = m_Rectangles[i];
int weight = rect.Width * rect.Height;
m_RectangleWeights[i] = weight;
m_TotalWeight += weight;
}
}
public Point3D RandomSpawnLocation( int spawnHeight, bool land, bool water, Point3D home, int range )
{
Map map = this.Map;
if ( map == Map.Internal )
return Point3D.Zero;
InitRectangles();
if ( m_TotalWeight <= 0 )
return Point3D.Zero;
for ( int i = 0; i < 10; i++ ) // Try 10 times
{
int x, y, minZ, maxZ;
if ( home == Point3D.Zero )
{
int rand = Utility.Random( m_TotalWeight );
x = int.MinValue; y = int.MinValue;
minZ = int.MaxValue; maxZ = int.MinValue;
for ( int j = 0; j < m_RectangleWeights.Length; j++ )
{
int curWeight = m_RectangleWeights[j];
if ( rand < curWeight )
{
Rectangle3D rect = m_Rectangles[j];
x = rect.Start.X + rand % rect.Width;
y = rect.Start.Y + rand / rect.Width;
minZ = rect.Start.Z;
maxZ = rect.End.Z;
break;
}
rand -= curWeight;
}
}
else
{
x = Utility.RandomMinMax( home.X - range, home.X + range );
y = Utility.RandomMinMax( home.Y - range, home.Y + range );
minZ = int.MaxValue; maxZ = int.MinValue;
for ( int j = 0; j < this.Area.Length; j++ )
{
Rectangle3D rect = this.Area[j];
if ( x >= rect.Start.X && x < rect.End.X && y >= rect.Start.Y && y < rect.End.Y )
{
minZ = rect.Start.Z;
maxZ = rect.End.Z;
break;
}
}
if ( minZ == int.MaxValue )
continue;
}
if ( x < 0 || y < 0 || x >= map.Width || y >= map.Height )
continue;
Tile lt = map.Tiles.GetLandTile( x, y );
int ltLowZ = 0, ltAvgZ = 0, ltTopZ = 0;
map.GetAverageZ( x, y, ref ltLowZ, ref ltAvgZ, ref ltTopZ );
TileFlag ltFlags = TileData.LandTable[lt.ID & 0x3FFF].Flags;
bool ltImpassable = ( (ltFlags & TileFlag.Impassable) != 0 );
if ( !lt.Ignored && ltAvgZ >= minZ && ltAvgZ < maxZ )
{
if ( (ltFlags & TileFlag.Wet) != 0 )
{
if ( water )
m_Buffer1.Add( ltAvgZ );
}
else if ( land && !ltImpassable )
{
m_Buffer1.Add( ltAvgZ );
}
}
Tile[] staticTiles = map.Tiles.GetStaticTiles( x, y, true );
for ( int j = 0; j < staticTiles.Length; j++ )
{
Tile tile = staticTiles[j];
ItemData id = TileData.ItemTable[tile.ID & 0x3FFF];
int tileZ = tile.Z + id.CalcHeight;
if ( tileZ >= minZ && tileZ < maxZ )
{
if ( (id.Flags & TileFlag.Wet) != 0 )
{
if ( water )
m_Buffer1.Add( tileZ );
}
else if ( land && id.Surface && !id.Impassable )
{
m_Buffer1.Add( tileZ );
}
}
}
Sector sector = map.GetSector( x, y );
for ( int j = 0; j < sector.Items.Count; j++ )
{
Item item = sector.Items[j];
if ( item.ItemID < 0x4000 && item.AtWorldPoint( x, y ) )
{
m_Buffer2.Add( item );
if ( !item.Movable )
{
ItemData id = item.ItemData;
int itemZ = item.Z + id.CalcHeight;
if ( itemZ >= minZ && itemZ < maxZ )
{
if ( (id.Flags & TileFlag.Wet) != 0 )
{
if ( water )
m_Buffer1.Add( itemZ );
}
else if ( land && id.Surface && !id.Impassable )
{
m_Buffer1.Add( itemZ );
}
}
}
}
}
if ( m_Buffer1.Count == 0 )
{
m_Buffer1.Clear();
m_Buffer2.Clear();
continue;
}
int z;
switch ( m_SpawnZLevel )
{
case SpawnZLevel.Lowest:
{
z = int.MaxValue;
for ( int j = 0; j < m_Buffer1.Count; j++ )
{
int l = (int) m_Buffer1[j];
if ( l < z )
z = l;
}
break;
}
case SpawnZLevel.Highest:
{
z = int.MinValue;
for ( int j = 0; j < m_Buffer1.Count; j++ )
{
int l = (int) m_Buffer1[j];
if ( l > z )
z = l;
}
break;
}
default: // SpawnZLevel.Random
{
int index = Utility.Random( m_Buffer1.Count );
z = (int) m_Buffer1[index];
break;
}
}
m_Buffer1.Clear();
if ( !Region.Find( new Point3D( x, y, z ), map ).AcceptsSpawnsFrom( this ) )
{
m_Buffer2.Clear();
continue;
}
int top = z + spawnHeight;
bool ok = true;
for ( int j = 0; j < m_Buffer2.Count; j++ )
{
Item item = (Item) m_Buffer2[j];
ItemData id = item.ItemData;
if ( ( id.Surface || id.Impassable ) && item.Z + id.CalcHeight > z && item.Z < top )
{
ok = false;
break;
}
}
m_Buffer2.Clear();
if ( !ok )
continue;
if ( ltImpassable && ltAvgZ > z && ltLowZ < top )
continue;
for ( int j = 0; j < staticTiles.Length; j++ )
{
Tile tile = staticTiles[j];
ItemData id = TileData.ItemTable[tile.ID & 0x3FFF];
if ( ( id.Surface || id.Impassable ) && tile.Z + id.CalcHeight > z && tile.Z < top )
{
ok = false;
break;
}
}
if ( !ok )
continue;
for ( int j = 0; j < sector.Mobiles.Count; j++ )
{
Mobile m = (Mobile) sector.Mobiles[j];
if ( m.X == x && m.Y == y && ( m.AccessLevel == AccessLevel.Player || !m.Hidden ) )
{
if ( m.Z + 16 > z && m.Z < top )
{
ok = false;
break;
}
}
}
if ( ok )
return new Point3D( x, y, z );
}
return Point3D.Zero;
}
public override string ToString()
{
if ( this.Name != null )
return this.Name;
else if ( this.RuneName != null )
return this.RuneName;
else
return this.GetType().Name;
}
public BaseRegion( string name, Map map, int priority, params Rectangle2D[] area ) : base( name, map, priority, area )
{
}
public BaseRegion( string name, Map map, int priority, params Rectangle3D[] area ) : base( name, map, priority, area )
{
}
public BaseRegion( string name, Map map, Region parent, params Rectangle2D[] area ) : base( name, map, parent, area )
{
}
public BaseRegion( string name, Map map, Region parent, params Rectangle3D[] area ) : base( name, map, parent, area )
{
}
public BaseRegion( XmlElement xml, Map map, Region parent ) : base( xml, map, parent )
{
ReadString( xml["rune"], "name", ref m_RuneName, false );
bool logoutDelayActive = true;
ReadBoolean( xml["logoutDelay"], "active", ref logoutDelayActive, false );
m_NoLogoutDelay = !logoutDelayActive;
XmlElement spawning = xml["spawning"];
if ( spawning != null )
{
ReadBoolean( spawning, "excludeFromParent", ref m_ExcludeFromParentSpawns, false );
object zLevel = SpawnZLevel.Lowest;
ReadEnum( spawning, "zLevel", typeof( SpawnZLevel ), ref zLevel, false );
m_SpawnZLevel = (SpawnZLevel) zLevel;
List<SpawnEntry> list = new List<SpawnEntry>();
foreach ( XmlNode node in spawning.ChildNodes )
{
XmlElement el = node as XmlElement;
if ( el != null )
{
SpawnDefinition def = SpawnDefinition.GetSpawnDefinition( el );
if ( def == null )
continue;
int id = 0;
if ( !ReadInt32( el, "id", ref id, true ) )
continue;
int amount = 0;
if ( !ReadInt32( el, "amount", ref amount, true ) )
continue;
TimeSpan minSpawnTime = SpawnEntry.DefaultMinSpawnTime;
ReadTimeSpan( el, "minSpawnTime", ref minSpawnTime, false );
TimeSpan maxSpawnTime = SpawnEntry.DefaultMaxSpawnTime;
ReadTimeSpan( el, "maxSpawnTime", ref maxSpawnTime, false );
Point3D home = Point3D.Zero;
int range = 0;
XmlElement homeEl = el["home"];
if ( ReadPoint3D( homeEl, map, ref home, false ) )
ReadInt32( homeEl, "range", ref range, false );
object oDir = SpawnEntry.InvalidDirection;
ReadEnum( el["direction"], "value" , typeof( Direction ), ref oDir, false );
Direction dir = (Direction) oDir;
SpawnEntry entry = new SpawnEntry( id, this, home, range, dir, def, amount, minSpawnTime, maxSpawnTime );
list.Add( entry );
}
}
if ( list.Count > 0 )
{
m_Spawns = list.ToArray();
}
}
}
}
}
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#14 (permalink) | ||
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Newbie
Join Date: Jul 2006
Posts: 91
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Quote:
This will fix your problem.. no need to change baseregion.cs |
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#16 (permalink) | |
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Newbie
Join Date: Jul 2006
Posts: 91
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Quote:
Code:
public override TimeSpan GetLogoutDelay()
{
if ( Young || BedrollLogout || TestCenter.Enabled )
return TimeSpan.Zero;
return TimeSpan.FromSeconds(1);
}
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