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Old 02-19-2007, 12:13 AM   #1 (permalink)
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Default i can not inflict dmg on a monster nore a player!!! help!!

i get no errors or warning when i start my server iv been threw just about everything i can think of.
i have the evo system with mercs also Karmagedons ore package and for some reason i can not cast anyspells nor can i do any dmg to anything in the game and that includes my tamed and evos with a wep i just miss even with like 200 of each skill and i fizz with 200 of each skill i dont understand can someone please help!!!!!
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Old 02-19-2007, 12:38 AM   #2 (permalink)
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2 things:

1 - are you "yellow" - when you hover mouse over toon - is the writing yellow - if so you are "invulrnable" - type [mortal and target yourself - to return to it type [invuln and taget yourself
also get the staff stone or other device that makes youa temp "player" for testing
or
2) do you mean can try but just can't?
if running 2.0 rc1 - there is a bug in the obeycap = false that it does not work - so your skills are limited to youre skill caps so if cap is 100 - then skills even set to 1000 will still only finction at 100
need to get the current svn and compile it it and use it
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Old 02-20-2007, 01:33 AM   #3 (permalink)
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Default dmg null

let me clearify a lil more when i attempt to dmg this is even for evos mercs anything tamed period just cant to dmg even the spawned monster can do no dmg what so ever nothing no one no players nothing can do no dmg. the attemped is there but its like your missin in the swing and with magery no spells will even cast even creat food
i dont undertand it
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Old 02-20-2007, 01:43 AM   #4 (permalink)
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So all your players are affected by this, also?
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Old 02-20-2007, 02:33 AM   #5 (permalink)
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Default everyone

i mean no mobiles can inflict dmg or even hit another mobile period!
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Old 02-20-2007, 11:59 AM   #6 (permalink)
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what recent scripts have you added or modified?
how long has this been happening?

just because a script compiles, does not mean it is going to work correctly
so you may have added/edited a script that now messes up all skills
like the skillcheck.cs script - modify its checking and nothing will work right then
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Old 02-20-2007, 12:20 PM   #7 (permalink)
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Default skill check.cs

i have a completely custom skill check to customize skill gain i used an old script and updated it to the best of my knowledge it must not work wright so ill just have to remove. it was for runuo 1.0 is there another way to customize skill and stat gain like in this script. or mabey someone can find the error and help me out. here is my script.

Code:
using System;
using Server;
using Server.Mobiles;
using Server.RateDef;

namespace Server.Misc
{
	public class SkillCheck
	{
		private static readonly bool AntiMacroCode = false;		//Change this to false to disable anti-macro code

		public static TimeSpan AntiMacroExpire = TimeSpan.FromMinutes( 5.0 ); //How long do we remember targets/locations?
		public const int Allowance = 3;	//How many times may we use the same location/target for gain
		private const int LocationSize = 5; //The size of eeach location, make this smaller so players dont have to move as far
		private static bool[] UseAntiMacro = new bool[]
		{
			// true if this skill uses the anti-macro code, false if it does not
			false,// Alchemy = 0,
			true,// Anatomy = 1,
			true,// AnimalLore = 2,
			true,// ItemID = 3,
			true,// ArmsLore = 4,
			false,// Parry = 5,
			true,// Begging = 6,
			false,// Blacksmith = 7,
			false,// Fletching = 8,
			true,// Peacemaking = 9,
			true,// Camping = 10,
			false,// Carpentry = 11,
			false,// Cartography = 12,
			false,// Cooking = 13,
			true,// DetectHidden = 14,
			true,// Discordance = 15,
			true,// EvalInt = 16,
			true,// Healing = 17,
			true,// Fishing = 18,
			true,// Forensics = 19,
			true,// Herding = 20,
			true,// Hiding = 21,
			true,// Provocation = 22,
			false,// Inscribe = 23,
			true,// Lockpicking = 24,
			true,// Magery = 25,
			true,// MagicResist = 26,
			false,// Tactics = 27,
			true,// Snooping = 28,
			true,// Musicianship = 29,
			true,// Poisoning = 30,
			false,// Archery = 31,
			true,// SpiritSpeak = 32,
			true,// Stealing = 33,
			false,// Tailoring = 34,
			true,// AnimalTaming = 35,
			true,// TasteID = 36,
			false,// Tinkering = 37,
			true,// Tracking = 38,
			true,// Veterinary = 39,
			false,// Swords = 40,
			false,// Macing = 41,
			false,// Fencing = 42,
			false,// Wrestling = 43,
			true,// Lumberjacking = 44,
			true,// Mining = 45,
			true,// Meditation = 46,
			true,// Stealth = 47,
			true,// RemoveTrap = 48,
			true,// Necromancy = 49,
			false,// Focus = 50,
			true,// Chivalry = 51
			true,// Bushido = 52
			true,//Ninjitsu = 53
			true // Spellweaving
		};

		public static void Initialize()
		{
			// Begin mod to enable XmlSpawner skill triggering
			//Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler( XmlSpawnerSkillCheck.Mobile_SkillCheckLocation );
			//Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler( XmlSpawnerSkillCheck.Mobile_SkillCheckDirectLocation );
			
			//Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler( XmlSpawnerSkillCheck.Mobile_SkillCheckTarget );
			//Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler( XmlSpawnerSkillCheck.Mobile_SkillCheckDirectTarget );
			// End mod to enable XmlSpawner skill triggering

         //here is gainrates 4 each skill
         //for instance .15 would be a 15% chance to gain in the particular skill

         SkillInfo.Table[0].GainFactor = .30;// Alchemy = 0, 
         SkillInfo.Table[1].GainFactor = .30;// Anatomy = 1, 
         SkillInfo.Table[2].GainFactor = .30;// AnimalLore = 2, 
         SkillInfo.Table[3].GainFactor = .30;// ItemID = 3, 
         SkillInfo.Table[4].GainFactor = .30;// ArmsLore = 4, 
         SkillInfo.Table[5].GainFactor = .30;// Parry = 5, 
         SkillInfo.Table[6].GainFactor = .30;// Begging = 6, 
         SkillInfo.Table[7].GainFactor = .30;// Blacksmith = 7, 
         SkillInfo.Table[8].GainFactor = .30;// Fletching = 8, 
         SkillInfo.Table[9].GainFactor = .30;// Peacemaking = 9, 
         SkillInfo.Table[10].GainFactor = .30;// Camping = 10, 
         SkillInfo.Table[11].GainFactor = .30;// Carpentry = 11, 
         SkillInfo.Table[12].GainFactor = .30;// Cartography = 12, 
         SkillInfo.Table[13].GainFactor = .30;// Cooking = 13, 
         SkillInfo.Table[14].GainFactor = .30;// DetectHidden = 14, 
         SkillInfo.Table[15].GainFactor = .30;// Discordance = 15, 
         SkillInfo.Table[16].GainFactor = .30;// EvalInt = 16, 
         SkillInfo.Table[17].GainFactor = .30;// Healing = 17, 
         SkillInfo.Table[18].GainFactor = .30;// Fishing = 18, 
         SkillInfo.Table[19].GainFactor = .30;// Forensics = 19, 
         SkillInfo.Table[20].GainFactor = .30;// Herding = 20, 
         SkillInfo.Table[21].GainFactor = .30;// Hiding = 21, 
         SkillInfo.Table[22].GainFactor = .30;// Provocation = 22, 
         SkillInfo.Table[23].GainFactor = .30;// Inscribe = 23, 
         SkillInfo.Table[24].GainFactor = .30;// Lockpicking = 24, 
         SkillInfo.Table[25].GainFactor = .30;// Magery = 25, 
         SkillInfo.Table[26].GainFactor = .30;// MagicResist = 26, 
         SkillInfo.Table[27].GainFactor = .30;// Tactics = 27, 
         SkillInfo.Table[28].GainFactor = .30;// Snooping = 28, 
         SkillInfo.Table[29].GainFactor = .30;// Musicianship = 29, 
         SkillInfo.Table[30].GainFactor = .30;// Poisoning = 30 
         SkillInfo.Table[31].GainFactor = .30;// Archery = 31 
         SkillInfo.Table[32].GainFactor = .30;// SpiritSpeak = 32 
         SkillInfo.Table[33].GainFactor = .30;// Stealing = 33 
         SkillInfo.Table[34].GainFactor = .30;// Tailoring = 34 
         SkillInfo.Table[35].GainFactor = .30;// AnimalTaming = 35 
         SkillInfo.Table[36].GainFactor = .30;// TasteID = 36 
         SkillInfo.Table[37].GainFactor = .30;// Tinkering = 37 
         SkillInfo.Table[38].GainFactor = .30;// Tracking = 38 
         SkillInfo.Table[39].GainFactor = .30;// Veterinary = 39 
         SkillInfo.Table[40].GainFactor = .30;// Swords = 40 
         SkillInfo.Table[41].GainFactor = .30;// Macing = 41 
         SkillInfo.Table[42].GainFactor = .30;// Fencing = 42 
         SkillInfo.Table[43].GainFactor = .30;// Wrestling = 43 
         SkillInfo.Table[44].GainFactor = .30;// Lumberjacking = 44 
         SkillInfo.Table[45].GainFactor = .30;// Mining = 45 
         SkillInfo.Table[46].GainFactor = .30;// Meditation = 46 
         SkillInfo.Table[47].GainFactor = .30;// Stealth = 47 
         SkillInfo.Table[48].GainFactor = .30;// RemoveTrap = 48 
         SkillInfo.Table[49].GainFactor = .30;// Necromancy = 49 
         SkillInfo.Table[50].GainFactor = .30;// Focus = 50 
         SkillInfo.Table[51].GainFactor = .30;// Chivalry = 51
		}

        public static bool Mobile_SkillCheckLocation(Mobile from, SkillName skillName, double minSkill, double maxSkill)
        {
            return Mobile_SkillCheckLocation(from, skillName, minSkill, maxSkill, maxSkill);
        }

        public static bool Mobile_SkillCheckLocation(Mobile from, SkillName skillName, double minSkill, double maxSkill, double maxSkillGain)
        {
            Skill skill = from.Skills[skillName];

            if (skill == null)
                return false;

            double value = skill.Value;

            if (value < minSkill)
                return false; // Too difficult
            else if (value >= maxSkill && maxSkill >= maxSkillGain)
                return true; // No challenge

            double chance = (value - minSkill) / (maxSkill - minSkill);
            double chanceG = (value - minSkill) / (maxSkillGain - minSkill);

            Point2D loc = new Point2D(from.Location.X / LocationSize, from.Location.Y / LocationSize);

            CheckSkill(from, skill, loc, chanceG);

            return chance >= Utility.RandomDouble();
        }

		public static bool Mobile_SkillCheckDirectLocation( Mobile from, SkillName skillName, double chance )
		{
			Skill skill = from.Skills[skillName];

			if ( skill == null )
				return false;

			if ( chance < 0.0 )
				return false; // Too difficult
			else if ( chance >= 1.0 )
				return true; // No challenge

			Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
			return CheckSkill( from, skill, loc, chance );
		}

        public static bool CheckSkill(Mobile from, Skill skill, object amObj, double chance)
        {
            if (from.Skills.Cap == 0)
                return false;
            bool success = (chance >= Utility.RandomDouble());

            //here is modifications 2 skillgains
            double BaseSkillGain = skill.Info.GainFactor;
            double LowSkillMod = .10;
            double aSkillMod = .03;
            double bSkillMod = .05;
            double cSkillMod = .06;
            double dSkillMod = .07;
            double eSkillMod = .08;
            double fSkillMod = .085;
            double gSkillMod = .09;
            double hSkillMod = .095;
            double iSkillMod = .096;
            double jSkillMod = .097;
            double kSkillMod = .098;

            //Example: Player Skill is 85.3 - We would take the 12% base chance and subtract 8% - Player now has a 4% chance to gain.
            //*****************************************************************************************************************//
            double ComputedSkillMod = 0; // holds the percent chance to gain after checking players skill

            //here is modding gainrates. i.c. under lv 20% lowskillmod added 2 gain rate. from 20 to 40 askillmod substracted from it

            if (skill.Base < 20.0)
                ComputedSkillMod = BaseSkillGain + LowSkillMod;
            else if (skill.Base < 40.0)
                ComputedSkillMod = BaseSkillGain - aSkillMod;
            else if (skill.Base < 80.0)
                ComputedSkillMod = BaseSkillGain - bSkillMod;
            else if (skill.Base < 90.0)
                ComputedSkillMod = BaseSkillGain - cSkillMod;
            else if (skill.Base < 100.0)
                ComputedSkillMod = BaseSkillGain - dSkillMod;
            else if (skill.Base < 110.0)
                ComputedSkillMod = BaseSkillGain - eSkillMod;
            else if (skill.Base < 120.0)
                ComputedSkillMod = BaseSkillGain - fSkillMod;
            else if (skill.Base < 130.0)
                ComputedSkillMod = BaseSkillGain - gSkillMod;
            else if (skill.Base < 140.0)
                ComputedSkillMod = BaseSkillGain - hSkillMod;
            else if (skill.Base < 160.0)
                ComputedSkillMod = BaseSkillGain - iSkillMod;
            else if (skill.Base < 180.0)
                ComputedSkillMod = BaseSkillGain - jSkillMod;
            else if (skill.Base >= 200.0)
                ComputedSkillMod = BaseSkillGain - kSkillMod;

            //if u make substraction larger than skill gain rate
            if (ComputedSkillMod < 0.001)
                ComputedSkillMod = 0.001;

            //following line used to see chance to gain ingame
            //from.SendMessage( "Your chance to gain {0} is {1}",skill.Name, ComputedSkillMod );
            if (from is BaseCreature && ((BaseCreature)from).Controlled)
                ComputedSkillMod *= 2;
            ComputedSkillMod *= RateDefinitions.ratebonus;
            if (from.Alive && ((ComputedSkillMod >= Utility.RandomDouble() && AllowGain(from, skill, amObj)) || skill.Base < 10.0))
                Gain(from, skill);
            return success;
        }

		public static bool Mobile_SkillCheckTarget( Mobile from, SkillName skillName, object target, double minSkill, double maxSkill )
		{
			Skill skill = from.Skills[skillName];

			if ( skill == null )
				return false;

			double value = skill.Value;

			if ( value < minSkill )
				return false; // Too difficult
			else if ( value >= maxSkill )
				return true; // No challenge

			double chance = (value - minSkill) / (maxSkill - minSkill);

			return CheckSkill( from, skill, target, chance );
		}

		public static bool Mobile_SkillCheckDirectTarget( Mobile from, SkillName skillName, object target, double chance )
		{
			Skill skill = from.Skills[skillName];

			if ( skill == null )
				return false;

			if ( chance < 0.0 )
				return false; // Too difficult
			else if ( chance >= 1.0 )
				return true; // No challenge

			return CheckSkill( from, skill, target, chance );
		}

		private static bool AllowGain( Mobile from, Skill skill, object obj )
		{
			if ( from is PlayerMobile && AntiMacroCode && UseAntiMacro[skill.Info.SkillID] )
				return ((PlayerMobile)from).AntiMacroCheck( skill, obj );
			else
				return true;
		}

		public enum Stat { Str, Dex, Int }

		public static void Gain( Mobile from, Skill skill )
		{
			if ( from.Region.IsPartOf( typeof( Regions.Jail ) ) )
				return;

			if ( from is BaseCreature && ((BaseCreature)from).IsDeadPet )
				return;

			if ( skill.SkillName == SkillName.Focus && from is BaseCreature )
				return;

            if (skill.Base < skill.Cap && skill.Lock == SkillLock.Up)
            {
                int toGain = 1;
                if (skill.Base < 20.0)
                    toGain = Utility.Random(8) + 7;
                else if (skill.Base < 40.0)
                    toGain = Utility.Random(7) + 6;
                else if (skill.Base < 60.0)
                    toGain = Utility.Random(6) + 5;
                else if (skill.Base < 80.0)
                    toGain = Utility.Random(5) + 4;
                else if (skill.Base < 100.0)
                    toGain = Utility.Random(4) + 3;
                else if (skill.Base < 120.0)
                    toGain = Utility.Random(3) + 2;
                else if (skill.Base < 150.0)
                    toGain = Utility.Random(2) + 1;
                else if (skill.Base < 200.0)
                    toGain = Utility.Random(1) + 1;
                toGain *= RateDefinitions.gainbonus;
                Skills skills = from.Skills;
                if ((skills.Total / skills.Cap) >= Utility.RandomDouble())//( skills.Total >= skills.Cap )
                {
                    for (int i = 0; i < skills.Length; ++i)
                    {
                        Skill toLower = skills[i];
                        if (toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain)
                        {
                            toLower.BaseFixedPoint -= toGain;
                            break;
                        }
                    }
                }
                if ((skills.Total + toGain) <= skills.Cap)
                {
                    skill.BaseFixedPoint += toGain;
                }
            }
            if (skill.Lock == SkillLock.Up)
            {
                SkillInfo info = skill.Info;
                if (from.StrLock == StatLockType.Up && ((info.StrGain / 10.0) + RateDefinitions.StatGainBonus) > Utility.RandomDouble())
                {
                    if (info.StrGain != 0)
                        GainStat(from, Stat.Str);
                }
                else if (from.DexLock == StatLockType.Up && ((info.DexGain / 8.0) + RateDefinitions.StatGainBonus) > Utility.RandomDouble())
                {
                    if (info.DexGain != 0)
                        GainStat(from, Stat.Dex);
                }
                else if (from.IntLock == StatLockType.Up && ((info.IntGain / 13.0) + RateDefinitions.StatGainBonus) > Utility.RandomDouble())
                {
                    if (info.IntGain != 0)
                        GainStat(from, Stat.Int);
                }
                //following line used to show chance to gain stats ingame
                //from.SendMessage( "Str: {0} Dex: {1} Int: {2}",((info.StrGain / 33.3) + RateDefinitions.StatGainBonus),((info.DexGain / 33.3) + RateDefinitions.StatGainBonus),((info.IntGain / 33.3) + RateDefinitions.StatGainBonus) );
            }
        }

		public static bool CanLower( Mobile from, Stat stat )
		{
			switch ( stat )
			{
				case Stat.Str: return ( from.StrLock == StatLockType.Down && from.RawStr > 10 );
				case Stat.Dex: return ( from.DexLock == StatLockType.Down && from.RawDex > 10 );
				case Stat.Int: return ( from.IntLock == StatLockType.Down && from.RawInt > 10 );
			}

			return false;
		}

		public static bool CanRaise( Mobile from, Stat stat )
		{
			if ( !(from is BaseCreature && ((BaseCreature)from).Controlled) )
			{
				if ( from.RawStatTotal >= from.StatCap )
					return false;
			}

			switch ( stat )
			{
				case Stat.Str: return ( from.StrLock == StatLockType.Up && from.RawStr < from.StatCap );
				case Stat.Dex: return ( from.DexLock == StatLockType.Up && from.RawDex < from.StatCap );
				case Stat.Int: return ( from.IntLock == StatLockType.Up && from.RawInt < from.StatCap );
			}

			return false;
		}

		public static void IncreaseStat( Mobile from, Stat stat, bool atrophy )
		{
			atrophy = atrophy || (from.RawStatTotal >= from.StatCap);

			switch ( stat )
			{
				case Stat.Str:
				{
					if ( atrophy )
					{
						if ( CanLower( from, Stat.Dex ) && (from.RawDex < from.RawInt || !CanLower( from, Stat.Int )) )
							--from.RawDex;
						else if ( CanLower( from, Stat.Int ) )
							--from.RawInt;
					}

					if ( CanRaise( from, Stat.Str ) )
						++from.RawStr;

					break;
				}
				case Stat.Dex:
				{
					if ( atrophy )
					{
						if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawInt || !CanLower( from, Stat.Int )) )
							--from.RawStr;
						else if ( CanLower( from, Stat.Int ) )
							--from.RawInt;
					}

					if ( CanRaise( from, Stat.Dex ) )
						++from.RawDex;

					break;
				}
				case Stat.Int:
				{
					if ( atrophy )
					{
						if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawDex || !CanLower( from, Stat.Dex )) )
							--from.RawStr;
						else if ( CanLower( from, Stat.Dex ) )
							--from.RawDex;
					}

					if ( CanRaise( from, Stat.Int ) )
						++from.RawInt;

					break;
				}
			}
		}

		private static TimeSpan m_StatGainDelay = TimeSpan.FromMinutes( 1.0 );

		public static void GainStat( Mobile from, Stat stat )
		{
			switch( stat )
			{
				case Stat.Str:
				{
					if( (from.LastStrGain + m_StatGainDelay) >= DateTime.Now )
						return;

					from.LastStrGain = DateTime.Now;
					break;
				}
				case Stat.Dex:
				{
					if( (from.LastDexGain + m_StatGainDelay) >= DateTime.Now )
						return;

					from.LastDexGain = DateTime.Now;
					break;
				}
				case Stat.Int:
				{
					if( (from.LastIntGain + m_StatGainDelay) >= DateTime.Now )
						return;

					from.LastIntGain = DateTime.Now;
					break;
				}
			}

			bool atrophy = ( (from.RawStatTotal / (double)from.StatCap) >= Utility.RandomDouble() );

			IncreaseStat( from, stat, atrophy );
		}
	}
}
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Old 02-20-2007, 12:33 PM   #8 (permalink)
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Default

someone posted in the script release section a very customisable skill check system - might want to check it out
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Old 02-20-2007, 12:40 PM   #9 (permalink)
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Default skillcheck

thats the one i downloaded
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Old 02-20-2007, 02:57 PM   #10 (permalink)
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i think you have to have the xml spawner to use this - even if you are not using the spawner spawning system - i noticed that all the lines refering to it are remmed out - that might be the problem

i have not used this system - so i can not say for sure that is the problem though
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Old 02-20-2007, 04:01 PM   #11 (permalink)
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Default it was skillcheck.cs

ok here was my problem i dont have any xml spawners on my server so these lines wer edited to use the skillcheck.cs without any spawners with here is the codes i changed to get it to work!

Replace this code

Code:
	            public static void Initialize()
		{
			// Begin mod to enable XmlSpawner skill triggering
			Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler( XmlSpawnerSkillCheck.Mobile_SkillCheckLocation );
			Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler( XmlSpawnerSkillCheck.Mobile_SkillCheckDirectLocation );
			
			Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler( XmlSpawnerSkillCheck.Mobile_SkillCheckTarget );
			Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler( XmlSpawnerSkillCheck.Mobile_SkillCheckDirectTarget );
			// End mod to enable XmlSpawner skill triggering
with this code

Code:
		public static void Initialize()
		{	
			
			// Begin mod to enable XmlSpawner skill triggering
			Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler( Mobile_SkillCheckLocation );
			Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler( Mobile_SkillCheckDirectLocation );
			
			Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler( Mobile_SkillCheckTarget );
			Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler( Mobile_SkillCheckDirectTarget );
			// End mod to enable XmlSpawner skill triggering
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Old 02-21-2007, 01:30 PM   #12 (permalink)
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Default

That code only enables the XML spawner to check for skill use within it's range ... basically so you can have spawners that are triggered by nearby use of a skill .... you should rem out the whole section if you don't have XML spawners

But then that makes me wonder how come the script compiled before you changed it ... should have complained about missing references or something as that script was originally referencing a property that you apparently don't have.

Are you sure you don't have the spawners? It seems you must have at least sections of the XML spawner code .. and you'd be lucky to get them to compile if there were missing chunks.

Well it's a thought huh?
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Last edited by Bujinsho; 02-21-2007 at 01:34 PM.
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Old 02-22-2007, 02:07 AM   #13 (permalink)
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i was commenting out the lines witch disabled them and was couseing me not to be able to dmg anythign at all when i put the fix in it works great now
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