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Old 03-12-2006, 03:54 AM   #1 (permalink)
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Question Secured Haven Only in Trammel

Hello,

I would like to ask how to secure Haven. I don't really know how to explain what I want but here goes...

The only way to Haven and get out is through publicmoongate. You cannot leave Haven's Island by Boats and Gates but Recall and Sacred Journey is allowed. Also, you are not allowed to mark in Haven Island.

Is this possible? If so, how would I be able to do this? I'm a newbie scripter.
Do I have to edit BaseBoat.cs and something else?

Any help will be very much appreciated.
Thank you very much.

Last edited by jingz2k2; 03-12-2006 at 03:59 AM.
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Old 03-12-2006, 04:30 AM   #2 (permalink)
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i think i did something similar...dunt remember exactly what all i did but tommorow i will show you...and yes your in the right script...except by doing that5, i was unable to place boats anywhere on that FACET which for me is ok since i dunt use tram except for haven. i was making a siege shard but was keeping haven for newbies so they wouldnt be harrassed, is this what you are trying to accomplish?
will post tommorow either what i did or my enbtire modified Baseboat.cs and you can just copy it
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Old 03-12-2006, 04:39 AM   #3 (permalink)
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Yes Anti-Basic,
that's exactly what I'm trying to accomplish=D. I want to make a pvp shard=P Or felucca only shard. That's why the only Town that will available in Tram is Haven for new players. =D

Hehe Yay! Thank you for your reply and help. Thanks for sharing your wisdom. I appreciate it very very very much!
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Old 03-12-2006, 05:00 AM   #4 (permalink)
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Not sure how to stop boats, but since Haven Island does have its own defined region it shouldnt be too difficult, but I have a headache right now and don't want to think about it too hard.
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Old 03-12-2006, 06:35 AM   #5 (permalink)
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Hehe I've been trying to read carefully the script file. I don't know what to do with it tho=P There's a line with Trammel and Felucca but I don't want to touch it since I'm not sure what it does.

Get well soon!
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Old 03-12-2006, 10:32 AM   #6 (permalink)
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You could always go out in the ocean around Haven and [Tile Blocker all the way around the island so people can't sail off to the rest of Trammel.
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Old 03-12-2006, 10:39 AM   #7 (permalink)
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Oh my! Thank you toddjumper! I'll do that right away as primary blocker and the script fix as secondary. Thanks very much!!
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Old 03-12-2006, 04:35 PM   #8 (permalink)
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Quote:
Originally Posted by toddjumper
You could always go out in the ocean around Haven and [Tile Blocker all the way around the island so people can't sail off to the rest of Trammel.
heh thats how i blocked off 8x8 alley so that dicks couldnt macro
now jing,
i remember asking this exact same question, here is the thread in which i got my answers: http://forums.runuo.com/showthread.p...268#post477268 and try doing it yourself like i did...first copy the script and paste it and rename old on baseboat.bak that way you have a backup then read that thread and follow instructions

also since most new players cannot recall yet, instead of preventing them from using the gate, just remove trammel from the moongate menu and keep the haven moongate so that new players can use it to go out but others cant use it to come in...inotherwords an outgoing moongate only see information on how to do that in the same thread

and if they wish to return, they can use help menu. Which brings me to my next point if you have malas, ish and tokuno, even if you make them have the same ruleset as felucca, the default for the stuck menu option brings them back to trammel to fix that go to the same thread also

and lastly if you run into any trouble at all editing these files i will give you my modified ones. Also PM me or email at Nar_Matteru@MSN.com as we are both thinking along the same lines, i have a proposition for you
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Old 03-13-2006, 12:19 AM   #9 (permalink)
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Talking

I have done what toddjumper told me to do. I have modified the BaseBoat.cs.

About the moongate I let the moongate have trammel for all players except "murderers"

Now, everything works GREAT!!! Except for one thing...
In my quest to set the shard to felucca only, I accidentally broke the young system and I can't find how to fix it.

All new accounts/characters are created in one location but are not young. I don't know what I have done wrong. I've searched the forum for over 4 hours for a fix now but can't find.

I've checked all the scripts recommended by other players in other threads such as: CharacterCreation.cs, AccountHandler.cs, Account.cs, Accounts.cs, BaseAI.cs, BaseCreature.cs, YoungGumps.cs, Notoriety.cs and PlayerMobile.cs. I might have missed something or because I have 0.000001% knowledge in C# that I am unable to fix this.

Does the "Save" and "Data" folder affect the Young System? Because there have been over 5 world saves with the system broken. I'm not sure but I would really love to have this fix. Please guide me and I will try my best!

If anyone who has experience this please help me out if you have time.

Thank you very much for all the help and replies.
Thank you Anti-Basic for being very generous towards me.
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Old 03-13-2006, 12:38 AM   #10 (permalink)
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Quote:
Originally Posted by jingz2k2
I have done what toddjumper told me to do. I have modified the BaseBoat.cs.

About the moongate I let the moongate have trammel for all players except "murderers"

Now, everything works GREAT!!! Except for one thing...
In my quest to set the shard to felucca only, I accidentally broke the young system and I can't find how to fix it.

All new accounts/characters are created in one location but are not young. I don't know what I have done wrong. I've searched the forum for over 4 hours for a fix now but can't find.

I've checked all the scripts recommended by other players in other threads such as: CharacterCreation.cs, AccountHandler.cs, Account.cs, Accounts.cs, BaseAI.cs, BaseCreature.cs, YoungGumps.cs, Notoriety.cs and PlayerMobile.cs. I might have missed something or because I have 0.000001% knowledge in C# that I am unable to fix this.

Does the "Save" and "Data" folder affect the Young System? Because there have been over 5 world saves with the system broken. I'm not sure but I would really love to have this fix. Please guide me and I will try my best!

If anyone who has experience this please help me out if you have time.

Thank you very much for all the help and replies.
Thank you Anti-Basic for being very generous towards me.

if the new account is not young the new players wont be young... it is handled by total playtime stored on the account AND by your characters total skill level if you reach 40 (or 48) hours of game time you loose young status and if you get 400.0 Total Skils (maybe its 200 but anyway) Cap then you loose your young status...
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Old 03-13-2006, 12:47 AM   #11 (permalink)
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Yes I understand. Thank you for your reply, Greystar.
The account is Young because I have just made it via [admin gump. I made a new account and created a character, checked profile says 5 minutes old.

I also changed young time from 40 hours to 72 hours, 400.0 total skills to 700.0 skills. But I'm still having the same problem.

Thank you for trying to help.
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Old 03-13-2006, 01:37 AM   #12 (permalink)
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Quote:
Originally Posted by jingz2k2
Yes I understand. Thank you for your reply, Greystar.
The account is Young because I have just made it via [admin gump. I made a new account and created a character, checked profile says 5 minutes old.

I also changed young time from 40 hours to 72 hours, 400.0 total skills to 700.0 skills. But I'm still having the same problem.

Thank you for trying to help.
Ko, thought that might be a problem cause it was for me for a bit... I had forgotten about the time limit on young status... not sure where else it could be then unless its just not setting NewCharacters to young somewhere im not sure what to say. Yes I know you already posted the Character Creation but everything looks fine to me there.
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Old 03-13-2006, 02:23 AM   #13 (permalink)
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Lol, oh well.
Thanks for checking on me! I found something in PlayerMobile.cs but not so sure if it effects the system.

Code:
		public override bool CanSee( Mobile m )
		{
			if ( m is PlayerMobile && ((PlayerMobile)m).m_VisList.Contains( this ) )
				return true;

			return base.CanSee( m );
		}

		public override bool CanSee( Item item )
		{
			if ( m_DesignContext != null && m_DesignContext.Foundation.IsHiddenToCustomizer( item ) )
				return false;

			return base.CanSee( item );
		}
This piece of code has been disabled with /* */ could this be the cause?
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