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Old 04-04-2003, 06:52 PM   #1 (permalink)
GMFutch
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Default test centers bank start items question

when somone logs in they get a bank full of stuff and i dont want them too

ive already taken out the skills thing so they cant set them now i just wanna take out the item script that gives them items in there bank when char made
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Old 04-04-2003, 07:03 PM   #2 (permalink)
 
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Its in the CharacterCreation.cs file if I remember correctly.

[code:1]
rivate static void FillBankAOS( Mobile m )
{
BankBox bank = m.BankBox;

if ( bank == null )
return;

// The new AOS bankboxes don't have powerscrolls, they are automatically 'applied':

for ( int i = 0; i < PowerScroll.Skills.Length; ++i )
m.Skills[PowerScroll.Skills[i]].Cap = 120.0;

m.StatCap = 250;


Container cont;


// Begin box of money
cont = new WoodenBox();
cont.ItemID = 0xE7D;
cont.Hue = 0x489;

PlaceItemIn( cont, 16, 51, new BankCheck( 500000 ) );
PlaceItemIn( cont, 28, 51, new BankCheck( 250000 ) );
PlaceItemIn( cont, 40, 51, new BankCheck( 100000 ) );
PlaceItemIn( cont, 52, 51, new BankCheck( 100000 ) );
PlaceItemIn( cont, 64, 51, new BankCheck( 50000 ) );

PlaceItemIn( cont, 34, 115, MakeNewbie( new Gold( 60000 ) ) );

PlaceItemIn( bank, 18, 169, cont );
// End box of money


// Begin bag of potion kegs
cont = new Backpack();
cont.Name = "Various Potion Kegs";

PlaceItemIn( cont, 45, 149, MakePotionKeg( PotionEffect.CureGreater, 0x2D ) );
PlaceItemIn( cont, 69, 149, MakePotionKeg( PotionEffect.HealGreater, 0x499 ) );
PlaceItemIn( cont, 93, 149, MakePotionKeg( PotionEffect.PoisonDeadly, 0x46 ) );
PlaceItemIn( cont, 117, 149, MakePotionKeg( PotionEffect.RefreshTotal, 0x21 ) );
PlaceItemIn( cont, 141, 149, MakePotionKeg( PotionEffect.ExplosionGreater, 0x74 ) );

PlaceItemIn( cont, 93, 82, MakeNewbie( new Bottle( 1000 ) ) );

PlaceItemIn( bank, 53, 169, cont );
// End bag of potion kegs


// Begin bag of tools
cont = new Bag();
cont.Name = "Tool Bag";

PlaceItemIn( cont, 30, 35, MakeNewbie( new TinkerTools( 1000 ) ) );
PlaceItemIn( cont, 60, 35, new HousePlacementTool() );
PlaceItemIn( cont, 90, 35, MakeNewbie( new DovetailSaw( 1000 ) ) );
PlaceItemIn( cont, 30, 68, MakeNewbie( new Scissors() ) );
PlaceItemIn( cont, 45, 68, MakeNewbie( new MortarPestle( 1000 ) ) );
PlaceItemIn( cont, 75, 68, MakeNewbie( new ScribesPen( 1000 ) ) );
PlaceItemIn( cont, 90, 68, MakeNewbie( new SmithHammer( 1000 ) ) );
PlaceItemIn( cont, 30, 118, MakeNewbie( new TwoHandedAxe() ) );
PlaceItemIn( cont, 60, 118, MakeNewbie( new FletcherTools( 1000 ) ) );
PlaceItemIn( cont, 90, 118, MakeNewbie( new SewingKit( 1000 ) ) );

PlaceItemIn( bank, 118, 169, cont );
// End bag of tools


// Begin bag of archery ammo
cont = new Bag();
cont.Name = "Bag Of Archery Ammo";

PlaceItemIn( cont, 48, 76, MakeNewbie( new Arrow( 5000 ) ) );
PlaceItemIn( cont, 72, 76, MakeNewbie( new Bolt( 5000 ) ) );

PlaceItemIn( bank, 118, 124, cont );
// End bag of archery ammo


// Begin bag of treasure maps
cont = new Bag();
cont.Name = "Bag Of Treasure Maps";

PlaceItemIn( cont, 30, 35, MakeNewbie( new TreasureMap( 1, Map.Trammel ) ) );
PlaceItemIn( cont, 45, 35, MakeNewbie( new TreasureMap( 2, Map.Trammel ) ) );
PlaceItemIn( cont, 60, 35, MakeNewbie( new TreasureMap( 3, Map.Trammel ) ) );
PlaceItemIn( cont, 75, 35, MakeNewbie( new TreasureMap( 4, Map.Trammel ) ) );
PlaceItemIn( cont, 90, 35, MakeNewbie( new TreasureMap( 5, Map.Trammel ) ) );

PlaceItemIn( cont, 30, 50, MakeNewbie( new TreasureMap( 1, Map.Trammel ) ) );
PlaceItemIn( cont, 45, 50, MakeNewbie( new TreasureMap( 2, Map.Trammel ) ) );
PlaceItemIn( cont, 60, 50, MakeNewbie( new TreasureMap( 3, Map.Trammel ) ) );
PlaceItemIn( cont, 75, 50, MakeNewbie( new TreasureMap( 4, Map.Trammel ) ) );
PlaceItemIn( cont, 90, 50, MakeNewbie( new TreasureMap( 5, Map.Trammel ) ) );

PlaceItemIn( cont, 55, 100, MakeNewbie( new Lockpick( 30 ) ) );
PlaceItemIn( cont, 60, 100, MakeNewbie( new Pickaxe() ) );

PlaceItemIn( bank, 98, 124, cont );
// End bag of treasure maps


// Begin bag of raw materials
cont = new Bag();
cont.Hue = 0x835;
cont.Name = "Raw Materials Bag";

PlaceItemIn( cont, 92, 60, MakeNewbie( new BarbedLeather( 5000 ) ) );
PlaceItemIn( cont, 92, 68, MakeNewbie( new HornedLeather( 5000 ) ) );
PlaceItemIn( cont, 92, 76, MakeNewbie( new SpinedLeather( 5000 ) ) );
PlaceItemIn( cont, 92, 84, MakeNewbie( new Leather( 5000 ) ) );

PlaceItemIn( cont, 30, 118, MakeNewbie( new Cloth( 5000 ) ) );
PlaceItemIn( cont, 30, 84, MakeNewbie( new Board( 5000 ) ) );
PlaceItemIn( cont, 57, 80, MakeNewbie( new BlankScroll( 500 ) ) );

PlaceItemIn( cont, 30, 35, MakeNewbie( new DullCopperIngot( 5000 ) ) );
PlaceItemIn( cont, 37, 35, MakeNewbie( new ShadowIronIngot( 5000 ) ) );
PlaceItemIn( cont, 44, 35, MakeNewbie( new CopperIngot( 5000 ) ) );
PlaceItemIn( cont, 51, 35, MakeNewbie( new BronzeIngot( 5000 ) ) );
PlaceItemIn( cont, 58, 35, MakeNewbie( new GoldIngot( 5000 ) ) );
PlaceItemIn( cont, 65, 35, MakeNewbie( new AgapiteIngot( 5000 ) ) );
PlaceItemIn( cont, 72, 35, MakeNewbie( new VeriteIngot( 5000 ) ) );
PlaceItemIn( cont, 79, 35, MakeNewbie( new ValoriteIngot( 5000 ) ) );
PlaceItemIn( cont, 86, 35, MakeNewbie( new IronIngot( 5000 ) ) );

PlaceItemIn( bank, 98, 169, cont );
// End bag of raw materials


// Begin bag of spell casting stuff
cont = new Backpack();
cont.Hue = 0x480;
cont.Name = "Spell Casting Stuff";

PlaceItemIn( cont, 45, 105, new Spellbook( UInt64.MaxValue ) );
PlaceItemIn( cont, 65, 105, new NecromancerSpellbook( (UInt64)0xFFFF ) );
PlaceItemIn( cont, 85, 105, new BookOfChivalry( (UInt64)0x3FF ) );

Runebook runebook = new Runebook( 10 );
runebook.CurCharges = runebook.MaxCharges;
PlaceItemIn( cont, 105, 105, runebook );

Item toHue = new BagOfReagents( 150 );
toHue.Hue = 0x2D;
PlaceItemIn( cont, 45, 150, toHue );

toHue = new BagOfNecroReagents( 150 );
toHue.Hue = 0x488;
PlaceItemIn( cont, 65, 150, toHue );

PlaceItemIn( cont, 140, 150, new BagOfAllReagents( 500 ) );

for ( int i = 0; i < 9; ++i )
PlaceItemIn( cont, 45 + (i * 10), 75, MakeNewbie( new RecallRune() ) );

PlaceItemIn( bank, 78, 169, cont );
// End bag of spell casting stuff
}

private static void FillBankbox( Mobile m )
{
if ( Core.AOS )
{
FillBankAOS( m );
return;
}

BankBox bank = m.BankBox;

if ( bank != null )
{
bank.DropItem( new BankCheck( 1000000 ) );

// Full spellbook
Spellbook book = new Spellbook();

book.Content = ulong.MaxValue;

bank.DropItem( book );

Bag bag = new Bag();

for ( int i = 0; i < 5; ++i )
bag.DropItem( new Moonstone( MoonstoneType.Felucca ) );

// Felucca moonstones
bank.DropItem( bag );

bag = new Bag();

for ( int i = 0; i < 5; ++i )
bag.DropItem( new Moonstone( MoonstoneType.Trammel ) );

// Trammel moonstones
bank.DropItem( bag );

// Treasure maps
bank.DropItem( new TreasureMap( 1, Map.Trammel ) );
bank.DropItem( new TreasureMap( 2, Map.Trammel ) );
bank.DropItem( new TreasureMap( 3, Map.Trammel ) );
bank.DropItem( new TreasureMap( 4, Map.Trammel ) );
bank.DropItem( new TreasureMap( 5, Map.Trammel ) );

// Bag containing 50 of each reagent
bank.DropItem( new BagOfReagents( 50 ) );

// Craft tools
bank.DropItem( MakeNewbie( new Scissors() ) );
bank.DropItem( MakeNewbie( new SewingKit( 1000 ) ) );
bank.DropItem( MakeNewbie( new SmithHammer( 1000 ) ) );
bank.DropItem( MakeNewbie( new FletcherTools( 1000 ) ) );
bank.DropItem( MakeNewbie( new DovetailSaw( 1000 ) ) );
bank.DropItem( MakeNewbie( new MortarPestle( 1000 ) ) );
bank.DropItem( MakeNewbie( new ScribesPen( 1000 ) ) );
bank.DropItem( MakeNewbie( new TinkerTools( 1000 ) ) );

// A few dye tubs
bank.DropItem( new Dyes() );
bank.DropItem( new DyeTub() );
bank.DropItem( new DyeTub() );
bank.DropItem( new BlackDyeTub() );

DyeTub darkRedTub = new DyeTub();

darkRedTub.DyedHue = 0x485;
darkRedTub.Redyable = false;

bank.DropItem( darkRedTub );

// Some food
bank.DropItem( MakeNewbie( new Apple( 1000 ) ) );

// Resources
bank.DropItem( MakeNewbie( new Feather( 1000 ) ) );
bank.DropItem( MakeNewbie( new BoltOfCloth( 1000 ) ) );
bank.DropItem( MakeNewbie( new BlankScroll( 1000 ) ) );
bank.DropItem( MakeNewbie( new Hides( 1000 ) ) );
bank.DropItem( MakeNewbie( new Bandage( 1000 ) ) );
bank.DropItem( MakeNewbie( new Bottle( 1000 ) ) );
bank.DropItem( MakeNewbie( new Log( 1000 ) ) );

bank.DropItem( MakeNewbie( new IronIngot( 5000 ) ) );
bank.DropItem( MakeNewbie( new DullCopperIngot( 5000 ) ) );
bank.DropItem( MakeNewbie( new ShadowIronIngot( 5000 ) ) );
bank.DropItem( MakeNewbie( new CopperIngot( 5000 ) ) );
bank.DropItem( MakeNewbie( new BronzeIngot( 5000 ) ) );
bank.DropItem( MakeNewbie( new GoldIngot( 5000 ) ) );
bank.DropItem( MakeNewbie( new AgapiteIngot( 5000 ) ) );
bank.DropItem( MakeNewbie( new VeriteIngot( 5000 ) ) );
bank.DropItem( MakeNewbie( new ValoriteIngot( 5000 ) ) );

// Reagents
bank.DropItem( MakeNewbie( new BlackPearl( 1000 ) ) );
bank.DropItem( MakeNewbie( new Bloodmoss( 1000 ) ) );
bank.DropItem( MakeNewbie( new Garlic( 1000 ) ) );
bank.DropItem( MakeNewbie( new Ginseng( 1000 ) ) );
bank.DropItem( MakeNewbie( new MandrakeRoot( 1000 ) ) );
bank.DropItem( MakeNewbie( new Nightshade( 1000 ) ) );
bank.DropItem( MakeNewbie( new SulfurousAsh( 1000 ) ) );
bank.DropItem( MakeNewbie( new SpidersSilk( 1000 ) ) );

// Some extra starting gold
bank.DropItem( MakeNewbie( new Gold( 9000 ) ) );

// 5 blank recall runes
for ( int i = 0; i < 5; ++i )
bank.DropItem( MakeNewbie( new RecallRune() ) );

AddPowerScrolls( bank );
}
}

private static void AddPowerScrolls( BankBox bank )
{
Bag bag = new Bag();

for ( int i = 0; i < PowerScroll.Skills.Length; ++i )
bag.DropItem( new PowerScroll( PowerScroll.Skills[i], 120.0 ) );

bag.DropItem( new StatCapScroll( 250 ) );

bank.DropItem( bag );
}
[/code:1]

[code:1]
FillBankbox( newChar );
[/code:1]

I think thats everything you need to remove, not totally sure.
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Old 04-16-2003, 05:25 PM   #3 (permalink)
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I have removed the items from the bank on char generation that I did not want there, then I removed the welcome message text for the corresponding items.

How do I make it so that new members can not modify their stats or skills?
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Old 04-16-2003, 05:39 PM   #4 (permalink)
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Quote:
How do I make it so that new members can not modify their stats or skills?
Delete the SetSkills command

Please do a search next time.
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