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Script Support Get support for modifying RunUO Scripts, or writing your own!

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Old 08-07-2008, 02:05 PM   #1 (permalink)
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Default Help With Spells? O.o

Ok so how do I disable paralyze field and energy field spells? whenever I mess with the script I get hundred's of errors
if possible can you also tell me how to make 100 skill = 120 skill (as in if you have GM you have the equivilent of Legendary)
and where I can find the faction robe script....
I know it's alot to ask but any help would be apreciated thanks.
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Old 08-07-2008, 04:25 PM   #2 (permalink)
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Other scripts may call on those spells, so removing them is a non-option (short of locating and changing all dependancies. You could just edit the spell script, adding an impossible "if" statement around the execution function.
Code:
int i = 1;
int o = 2;
if (i ==o)
{
 /// whatever spell does goes in here
}

for setting skills, use "[set skill skillname 120" to override on a specific person from within the game.
otherwise, write a command:

generate a list of Mobiles
if the Mobile is a PlayerMobile
if x skill is >= 100.0
x skill = 120.0

then execute your command as an admin in the game.

As for the robe, I'd suggest searching in script releases. here's a tip: the forum search sucks, go to google and type:
site:runuo.com Faction Robe
It will only return results from the listed site and does a much better job of indexing than vbullitin. It also allows standard opperands to be passed to the search "Must contain", &and, -Not, filetype:??? etc. makes the archives usable again, they even have it cached.
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Old 08-07-2008, 05:48 PM   #3 (permalink)
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Ok I tried to put the script in to the spell at the very bottom:
" }

protected override void OnTargetFinish( Mobile from )
int i = 1;
int o = 2;
if (i ==o)
{
Effects.SendLocationParticles( EffectItem.Create( loc, Caster.Map, EffectItem.DefaultDuration ), 0x376A, 9, 10, 5048 );
}

{
m_Owner.FinishSequence();
}
}
}
}"
like that and it gave me hundreds of error's still.
I have no idea what your talking about when it comes to the skills though O.o.
thanks for the help im sure if I was more script-literate you'd have solved my problems :P
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Old 08-07-2008, 05:53 PM   #4 (permalink)
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Quote:
Originally Posted by Firecult View Post
Ok so how do I disable paralyze field and energy field spells? whenever I mess with the script I get hundred's of errors
if possible can you also tell me how to make 100 skill = 120 skill (as in if you have GM you have the equivilent of Legendary)
and where I can find the faction robe script....
I know it's alot to ask but any help would be apreciated thanks.


Open the folder with your runuo installation. Right click on the scripts folder. Search for the paralyzefield.cs script.

Change...
Code:
		public override void OnCast()
		{
			Caster.Target = new InternalTarget( this );
		}
to...
Code:
		public override void OnCast()
		{
			//Caster.Target = new InternalTarget( this );
			Caster.SendMessage("This spell has been disabled.");
			return;
		}
Open the folder with your runuo installation. Right click on the scripts folder. Search for the energyfield.cs script.

Change...
Code:
		public override void OnCast()
		{
			Caster.Target = new InternalTarget( this );
		}
to...
Code:
		public override void OnCast()
		{
			//Caster.Target = new InternalTarget( this );
			Caster.SendMessage("This spell has been disabled.");
			return;
		}
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Old 08-07-2008, 06:01 PM   #5 (permalink)
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Quote:
Originally Posted by Firecult View Post
Ok so how do I disable paralyze field and energy field spells? whenever I mess with the script I get hundred's of errors
if possible can you also tell me how to make 100 skill = 120 skill (as in if you have GM you have the equivilent of Legendary)
and where I can find the faction robe script....
I know it's alot to ask but any help would be apreciated thanks.
To make everyone with skill over 100 have 120 skill and be legendary in that skill, open up loginstats.cs

Under...
Code:
		private static void EventSink_Login( LoginEventArgs args )
		{
			int userCount = NetState.Instances.Count;
			int itemCount = World.Items.Count;
			int mobileCount = World.Mobiles.Count;

			Mobile m = args.Mobile;
Immediately after that add...
Code:
if (m.Skills.Magery.Base >= 100)
{
   m.Skills.Magery.Base = 120;
   m.Skills.Magery.Cap = 120;
}
You'll need to copy/paste that several times for all the skills for which you want this to apply, changing the name of the skill.. i.e.

Code:
if (m.Skills.Swords.Base >= 100)
{
   m.Skills.Swords.Base = 120;
   m.Skills.Swords.Cap = 120;
}
and so on.

Be forewarned, however, that this may allow some players to inadvertantly get over their total skillcap (sum of all skills) by up to 20.0 points.

Last edited by Tassyon T; 08-07-2008 at 06:04 PM.
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Old 08-07-2008, 06:42 PM   #6 (permalink)
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Dude thanks a hell of a lot you kick ass lol.
it all works perfectly
I fixed the robe thing myself so I have just two more questions for anyone willing to help me out:
1) under faction.cs:
"
private bool AlreadyHasCharInFaction( Mobile mob )
{
Account acct = mob.Account as Account;

if ( acct != null )
{
for ( int i = 0; i < acct.Length; ++i )
{
Mobile c = acct[i];

if ( Find( c ) != null )
return true;
}
}

return false;
}"
How do I change this so that it allows all characters on your account to join factions (as long as it's the same faction).
and finally (I promise)
is there anyway to force players to join factions on creation? and force them to pick a new faction when leaving?
again any help will be greatly apreciated.
Once again Tassyon T thanks dude that was awsome
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Old 08-07-2008, 06:48 PM   #7 (permalink)
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ok I fixed the problem with not being able to join more than one character to factions
but id still like to know if it's possible to force faction's on creation and upon leaving a faction
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Old 08-07-2008, 08:08 PM   #8 (permalink)
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Quote:
Originally Posted by Firecult View Post
ok I fixed the problem with not being able to join more than one character to factions
but id still like to know if it's possible to force faction's on creation and upon leaving a faction
Just send the appropriate gumps at the appropriate times.

(1) Create a non-closable gump (menu) that forces players to pick a faction.
--- On the OnResponse method, on a case-by-case basis for buttons pushed, add code that changes their faction to the faction button selected on the gump.

(3) Send that gump to players on login if they aren't in a faction.

(4) Send that gump to players when they leave a faction.

To learn how to create and use gumps, click on this tutorial:
Basics Gump Tutorial

Then find yourself a gump editor and download it. Search the forums for it.

Last edited by Tassyon T; 08-07-2008 at 08:10 PM.
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Old 08-08-2008, 06:00 AM   #9 (permalink)
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thanks again dude ill look into it
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