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Daat99's Custom OWLTR (Ore\Wood\Leather\Tokens\Recipes)

daat99

Moderator
Staff member
Daat99's Custom OWLTR (Ore\Wood\Leather\Tokens\Recipes)

This is a very old version, please look for an updated version in the script release forum (or maybe in my signature)



The unknown crashes problems seems to be solved now.
ThanX a lot for all the people that contributed in locating and fixing the ser\deser crashes, I wouldn't be able to do this without you guys ;)


Daat99 Custom OWLTR (Ores Wood Leather Tokens Recipes) for Runuo 1.0.0:
Made by daat99.

daat99 Tokens system was last updated in O.W.L.T.R. 2.95

F.A.Q can be found on my website: here
Do NOT post errors that covered in the F.A.Q (including ANY compile errors)

v2.93 08/02/2006 post #754:
Fixed: A typo in the harvest system wouldn't allow people to lumberjack oak logs, ThanX RipRizzle for reporting the issue.

v2.92 05/02/2006 post #748:
Fixed: A crash when players have too low skills and ask for bods. This is how RunUO coded it and instead of recoding the calculation methods for bods I simply send a message to the player that he lost the bod due to his low skill level, if players want to avoid it than they should raise their skills (this problem can be seen int the distro when players with 1 skill ask a tailor\smith for a bod and doesn't see an accept gump even tho they were told by the npc that they can get 1). ThanX Joeku for reporting this issue.
Fixed: Recall and GateTravel scrolls that was stored inside the scribers tome can be used in runebooks once again (if you got old scrolls simply place them in the tome again and they'll revert). ThanX AdminVile for reporting this issue.


v2.91 24/01/2006 post #698:
Fixed: A problem when installing OWLTR v2.9 on a new shard (ThanX to AdminVile for reporting it and to arul for finding the fix) ;)

v2.9 23/01/2006 post #691:
Fixed: The ser\deser crash problems are fixed now thanx to: toddjumper, Arvoreen, IndigoParadox, XxSP1DERxX, MatrixMan, Jebbit, Sorious and TMSTKSBK.
Added: Made the missingrecipes command not to show if the crafting recipes is disabled (ThanX to Joeku for suggesting it).
Added: When a player select a resource that need more skill than he have it'll send him a message tellling him how much skills he need (ThanX Joeku for his help).
Fixed: A typo in the token vendor stone (ThanX Tormoil)
Fixed: A typo in the mule have it's max hit points at -10 instead of 95-105 (ThanX Arvoreen for letting me know).
Fixed: Raelis fixed a crash in his Vendor Stone, the Token Vendore Stone is updated acordingly (ThanX Raelis).
Fixed: A typo in the personal statue (ThanX Turmoil for reporting it).
Added: Some "to be sure" code that I think isn't needed but just in case.

v2.8 26/10/2005 post #624:
Added: Fixed a crash on ser\deser when a player got deleted (ThanX toddjumper for giving me the information I needed).

v2.7 18/10/2005 post #612:
Fixed: A problem with the claim bods section (ThanX Bham for reporting it).
Fixed: Couple of typos in the bulk reward table that resulted in giving different amounts of gold than it was supposed to (ThanX STalKer-X).
Fixed: The [daat99holder gump will now reopen when you select resources (ThanX TesterSam).
Fixed: The [daat99holder gump will now save the add\remove status (ThanX TesterSam).
Modified: The [missingrecipes gump will now say the total amount of recipes the player need in the title section, on all the pages (ThanX TesterSam).

v2.6 25/09/2005 EMERGENCY HOTFIX post #579:
Fixed: A major crash bug due to some left over code in the crafting\resource recipes and the old holder files (ThanX TesterSam for detailed report that informed me about the situation).
Fixed: A possible way for players to change the OWLTR settings (ThanX Alexander for reporting the possibility).

v2.5 22/09/2005 post #573:
V2.5 update is a mandatory for all future updates!!!
If you ever plan on updating your OWLTR system in the future, then you MUST use this update first!!!
Rewrite: Rewrote some major code to support the new hash tables instead of the daat99holders.
Added: [daat99holder command that will let you target a player in order to access his "daat99holder" since it won't be available in his bankbox for double clicking.
Upgrade: Removed all the old and obsolete daat99holders and replaced them with a static hashtable.
Fixed: The runic tinker tools will now be named "Runic Tinker's Tools" and will show the resource as "Resource: Platinum" instead of be named "Tinker's Tools" and "Platinum" (ThanX KatNyte for reporting it).

v2.4 10/09/2005 post #541:
Updated: The TokenVendorStone to the new vendor stone that was released at 09-05-2005 by raelis (great job raelis).
Modified: A bit the token calculation formula, it should give a bit less tokens now.
Fixed: A long due bug that sent boards to the internal map if a player crafted them using boards (ThanX ArteGordon for his solution).
Removed: Some debug code that I forgot inside.
Added: Finished bods can be claimed using the gump when you stand near the apropriate vendor (compatibility with carpentry\fletcher bods later on).
Modified: Armor of crafting will accept carpentry and lumberjacking as a skill to support carpentry\lumberjacking bods.
Modified: Combined all the distro modified files into 1 folder instead of 3 (the runuo zip file limit is over so there's no reason to have it seperated).
Fixed: A problem with dedication recipes (for shards that give them too much) that froze the shards (ThanX kiki for reporting it).
Fixed: Sharpening blade will delete itself if the uses becomes less then 1.
Added: A caprentry option for the armor of crafting to support carpentry bod rewards.
Added: A hidden constructable to allow scriptors to send min\max token amount arguments to the script.
Fixed: A typo in Lady Luck exchange gump (ThanX Turmoil for reporting it).
Modified: Seperated the cotton from the wool and the threads from the yarn in the tailors key.
Fixed: A problem with the bod book filter gump that had the wrong values for the custom leathers making them unusables as a filters (ThanX Sunshine for reporting it).
Added: Alchemist Kit that store alchemist potions (60k), Empty bottle\kegs (no limit) and it'll will allow the player to extract potion kegs or potion bottles.
Fixed: Lady luck title to reflect the token exchange option.
Removed: Removed BaseHarvestTool.cs from the modified system, please restore your original backup, they are identical.

v2.3 07/08/2005 post #456:
Added: Bards Stand in the custom Craftables category, it's a tool that will enable bards to combine regular\exceptional and 1 slayer types of musical instruments (ThanX Sunshine for the idea and TMSTKSBK for deco help).
Added: An option to disable\enable the lottery or the token exchange from the OWLTR gump and in lady luck [props.
Added: An exchange tokens\gold context menu to lady luck. You can set the TokenCostInGold via [props on any lady luck and in the OWLTR control center.
Fixed: A typo in the wood workers key that set the limit to 50k instead of 60k (ThanX CynsPixie for reporting it).

v2.2 02/08/2005 post #418:
Fixed: A bug with the gargoyles knife that let the players carve mobs that aren't supposed to be carved and giving them bugged leather (ThanX TesterSam for reporting it).
Fixed: An exploit with LadyLuck that made players to be able to buy a lot of tickets and recieve tokens for it.
Fixed: A typo in the colored loom that make a south addon become an east deed (ThanX Kiki for reporting it).
Fixed: An exploit that made people get tokens indefinatly if they crafted items that m_UseAllRes and the token for crafting is enabled (ThanX Thundar for reporting it).
Added: PersonalStatueDeed, when dclicked will add a statue to the player backpack. There's a 4% that the master of the arts will carry the deed in his backpack.
Fixed: A bug with spellcasterkeys that accepted full potion kegs, it'll only accept empty kegs now (ThanX beldr).
Modified: Changed the daat99holder name in game.

v2.1 10/07/2005 post #330:
Added: Scribers Tome (custom craftable), players can store their scrolls in a scribers tome now, it's just a holder, they can't cast using scrolls that are inside it.
Fixed: Color loom will save the color when you re-deed it, ThanX francecio for reporting it and ThanX Greystar for his great work on this fix, saved me tons of time ;)
Fixed: Ore elementals that was spawned using gargoyles tools (and master of the arts) won't have resource recipes if the recipe system is disabled (ThanX Sotho Tal Ker for reporting it)
Rewrited: Rewrote the runic house from scratch and switch to hash table (cut the size down to 1/5 then before), the switch will be transparent to the players but they'll see a new gump with the tinker tools in it.

v2.0 19/06/2005 post #273:
Added: Items can be added to the resource keys and the tool\runic houses from the bank now (ThanX Joeku for requesting it).
Added: The daat99 holder will have resources buttons in it now.


v1.9 14/06/2005 post #249:
Added: An option to enable resource prices which means that if player will sell a high level resource item he'll get more then low level resource item.
Changed: Players will need to carve leather elementals to get scales now instead of just finding it in the backpack.
Fixed: A problem with colored loom not working like a loom (thanx ChaosSally for reporting it).
Modified: Colored loom will create bolt of cloth after 3 balls of yarn while normal loom will need 5.
Fixed: A problem with colored scissors coming out without color as a bod reward (thanx RANCID77).

v1.8 03/06/2005 post #206:
Modified: Made the harvesting system more compatible with other systems (jewlery crafting for example), thanx awakenlands for reporting the issues.
Modified: The dedication recipes will be acording to the skill used when you got it (if this skill doesn't have recipes then you'll learn random recipe, example for skills withour recipes: cartography), thanx kiki for requesting that change.
Fixed: A bug with deftinkering that needed normal granite to craft mobile forge instead of platinum granite (thanx Khephren).
Fixed: A bug with gargoyle spawned elementals karma (thanx ChaosSally).
Fixed: A problem with commodity deeds not showing right for the custom resources (thanx pepperfs for reporting it).
Fixed: A possible warning in spellcaster keys (ThanX Xanthos for reporting them).

v1.7 21/05/2005 post #137:
Fixed: A problem with tokens from OWLTR not working as standalone.

v1.6 21/05/2005 post #136:
Fixed: A major bug with recipes that could cause a crash if you removed an item from your shard and players had its recipe (thanx JJ for reporting it).
Fixed: A major bug with recipes lists containing multiple recipes for the same item.
Added: [MissingRecipes command that'll tell the player what crafting recipes he doesn't have.
Fixed: A problem with recipes names not showing right if it contains more then 2 words.
Fixed: A problem with tool house didn't accept halberd and bardiche to the lumberjacking category.
Modified: If crafting recipes is disabled the recipes won't be in loot.

v1.5 13/05/2005 post #86:
Added: Dedication recipes, when a player craft a lot he can be "inspired" to learn how to craft new item every 24 hours.
Fixed: A problem with the [owltr gump not showing right in 2d clients (thanx for the following people for reporting it: pvtjoker, RANCID77, Kiki).
Modified: Sharpening blade need to be in the players backpack to use now to avoid house accesslevel problem (thanx to: Freya, Memnoch).

v1.4 11/05/2005 post #58:
Fixed: A bug in Gargoyle pickaxe\axe let people spawn elementals they don't have the recipies for (ThanX Limpy).
Fixed: A problem with the token reward for harvesting.

v1.3 10/05/2005 post #45:
Fixed: Resource recipies can be gained now from Master of the Arts along with the ps and from Ore Elementals that spawn with gargoyles.
Fixed: Showed the wrong message when harvesting without the recipies needed (ThanX Wimpy).
Added: Crafting recipies can be found in loot of mobs that use the PackReg method.

v1.2 09/05/2005 HOTFIX:
Fixed: A crash when someone with 0 blacksmithy or tailoring requested a bod using the bod gump (thanx francecio).
Fixed: Sharpening blade went up to 70 for exceptional items, it'll go to 50 for normal items and 55 for exceptional (thanx Memnoch).

v1.1 07/05/2005 post #27:
Fixed: A problem with runic sewing kits and runic smith hammers given from bod rewards. (ThanX Freya)

v1.0 06/05/2005:
Fixed: A typo in the stone workers key (thanx Greystar for letting me know).
Modified: Changed the vein size and amount of ores per vein.
Fixed: A problem with the tool house doesn't accepting Sturdy Smith Hammer.
Fixed: A problem with the tool house doesn't accepting sturdy sewing kit.
Modified: Shrinked the code in tool house.
Fixed: A problem with runic house messing up blaze runic sewing kit and blaze runic smith hammer again.
Modified: Colored scissors will give twice the amount of leather when used on armor, same amount when used on everything else.
Modified: Added uses to the colored scissors.
Fixed: The gargoyles tools where spawning elementals using the vein instead of the random ores (thanx Vellendarl for reporting it).
Fixed: A typo in Master of the Arts (thanx Joeku for reporting it).
Fixed: A problem with ore elementals don't spawn tinker tools (thanx Vellendarl for reporting it).
Modified: Ore elementals have more chances to drop runic tinker tools if the runic jewlery crafting is enabled and the shard is AOS+.
Fixed: Gathered gold will drop like it should now.
Fixed: Problems with bod reward calculation fomula.
Added: Full recipe system, can be enabled\disabled via owltr control center. When enabled players will need to learn recipes to craft\harvest.
Added: [OWLTR command to let players view the settings of the shard so they'll know what you have without asking tons of questions.
Added: [OWLTRBoD command+gump to let players get bods directly from it, this will be used at a later date to avoid player mobile changes for adding more bods.
Modified: Elementals spawn manually will hold 10 of the relavent resource and won't have runics anymore, When spawned using gargoyles tools they'll have runic and 50 (25 ores) resources relavent to the elemental.
Fixed: The mule-forge was resetting to false when shrunked using FSATS, all mules will act like forge now (assuming it's enabled in the owltr)
Fixed: Minor problems I can't remember.

Description:

Daat99 OWLTR Control Center: This will be spawned in 3 locations, brit bank (both tram and fel) and at 0x0x0 tokuno (feel free to remove the brit centers but you can't delete the tokuno center).
The control center can be manually spawned with [add daat99owltr.
When dclicked it'll show a gump with some detailes about the OWLTR pack. the admins will have on\off switches to enable or disable certain features and the normal players will be able only to read the explanation on it.
I strongly suggest to leave it spawned so the players will be able to see what options they have on the shard, it's realy annoying to play on a shard and don't know what it can do.

5 custom ores, 11 custom woods and 7 custom leather all based on 120 skill cap.
Full elementals tree that include all metals, wood and leather.
Each of them hold the resource and when spawned by gargoyles tool a runic item with 5 charges as well.

Master of The Arts npc is a bard\poison immuned mini champ npc. once he'll be killed he'll spawn 2 random crafting ps in the players backpack (it count pets attacks too and will give the ps to the pet owner), also he'll have 20% to add a random runic item (hammer\fletcher\sewing\tinker) with 10 charges to the players that got ps, a chance for gargoyles pickaxe\axe\knife and Lumberjacking\ProspectorsTool.
Master of The Arts can be spawned using champion spawn platform in which case he'll hand 5 ps instead of 2.

The resource keys will hold resources that related to each key (tailors key will hold leather...).

The scribers tome will hold magery and necromancy scrolls.

The bank hive act as a banker using verbal commands & as a bank bell using double click.

The runic house will hold runic tools and combine them.

The tool house will hold tools acording to category for example if you add hammer with 50 charges and saw with 50 charges you'll get hammer with 100 charges since they both use carpentry.

The bards stand will hold up to 60k charges of musical instruments, it can store normal, exceptional and 1 slayer instruments and the player will be able to extract them and select what type of instruments they'll be (lap harp, lute, drums...).

The alchemist kit will hold potions, bottles and kegs for the player, the player can extract potions only if he have kegs\bottles stored inside the kit (it won't look for them in the backpack).

The key ring is used to craft the custom craftables, it intended to be a rare item that'll be given as a reward for events or sold for large amounts of gold\tokens... that was integrated in order to make the items rare and not too common.

Repair deeds can be made by crafters.

The reagents inside the Spellcasters key are used when casting spells.

Champion spawn cleaner will delete all the corpses that does not belong to players every time a new white skull will be spawned. You can set it to on\off and to gather the gold and spawn it later if you wish in the settings file.

The Mule is a pack mount that can be set to smelt ores like a forge. when it spawned with master of the arts and tamed first it'll spawn the leather in his pack. When spawned normaly it'll just smelt ores, no leather.

Runic Tinker tools and Fletcher tools can be used to craft runic jewlery and bows.

Token system that will get you tokens when you kill mobs and complete bods.

Token Lottery system to gamble the players tokens away.

Armor of Crafting: Full body armor that give crafting skill bonus for mining\blacksmith\tailoring, available via bod rewards.

Charged Dye Tubs: Charged dye tubs that can dye leather armor, metal armor or metal weapons (different tubs), they have charges and the player can combine 2 tubs from the same type to 1 tub with more charges (dclick the first tub then click the tub you want to combine with, the second tub will be deleted), The tub dyes in the color it's hued with so if gm customize the hue it'll dye with that hue. Players can select hue by targeting the tub and select hue from the normal hue pickers, available via bod rewards.

Masters Knife: A knife that'll return 20% more leather when used to carve monsters, available via bod rewards.

Tailors Protector: weapon that'll have 33%-40% to deal 10-25 extra damage if the player have over 100 tailoring, available via bod rewards.

Smithers Protector: weapon that'll have 33%-40% to deal 10-25 extra damage if the player have over 100 blacksmithy, available via bod rewards.

Bag of Resources: a bag that'll hold ores logs and hides (won't hold ingots or boards) and make them weight 0, available via bod rewards. Based on ArteGordon's Bag of Holding script.

Recipe Crafting: When enabled (via owltr control center) will require the players to learn recipes to craft items. The players will have "daat99 holder" entry in a static hash table that contain list of items. Any items not in that list will be craftable to that player which means if you add something later on they'll be able to craft it, also when enabled they'll drop on mobs that use the PackReg and Packgold methods.

Recipe Harvesting: When enabled (via owltr control center as part of the recipe crafting) will make players need to learn how to mine\lumber resources higher then iron\log, there's no recipe harvesting for leather at this time.

Colored Scissors: When used to cut leather armor they'll give twice the amount of leather (they're normal scissors when used on anything else).

Colored Loom: When used to create cloth it'll need only 3 balls of yarn instead of normal loom that need 5.

Dedication recipe: When enabled the players will have 2 counters, 1 will count the amount of items they craft (cumulative) and the other will check the time. Every time the player craft something it add 1 to the items counter and check the time, if it's time and he have over 100 items crafted then he'll be "inspired" to learn how to craft something new. Each inspiration will deduct 100 items from the items counter and add 24 hours to the time counter.

Sharpening Blade: That's a high end blacksmith bod reward that'll let players enhance weapons up to 50 damange increase (55 if it's exceptional weapon).

Missing Recipes Command: When the Players will use the [MissingRecipes they'll get a gump that'll list all the recipes he still need to learn.

Personal Statue + Deed: When a player will double click on a personal statue deed he'll get a statue in his backpack that is named after him and when the statue is double clicked it'll add sounds and make the player say some stuff.

Daat99Holder Command: In order to manipulate which items a specific player can craft and what resources he can work with an administrator can do [daat99holder command and target the player, than all he need is to select the apropriate action in the gump..

Token System Description:
Token System: A token system with much less lag then you used to :)
The tokens are stored as a variable in a "token ledger" which make it without the endless lag of countless of tokens around the world.
Tokens are given based on a complex formula that takes into acount most of the factors that make monsters strong and harder to kill rather then the simple fame == reward and those kinds.
Each token ledger can store up to 2,147,483,647 token (yes over 2 billion, just think about the lag they'll do without it MUAHAHAHA).
The Token Ledger values can be modified by admins ONLY, if a gm want to give someone tokens he'll have to give him a token check.
Each token ledger is protected with the serial number of the character himself so other players can't steal the tokens (they can steal the token ledger, they just can't use the tokens in it).
If for any reason you want to give an existing token ledger to another player then the admin can dclick the ledger and select the new owner for it.
Token ledgers are spawned as "An Empty Token Ledger", that means they don't have owner.
Once a player double click on an empty token ledger the name will be changed to "<player name>'s Token Ledger" and from then on he'll be the only 1 who can use it (it'll reset the tokens on it too, just in case).
The token checks can be used only when they're inside the backpack of the user and they'll only add their value to the token ledger in his pack and if he owns it.
Added LootTokenCheck in case anyone want to add it manually to monsters.

Token Stone (which is basically the Ultimate Prize Stone by Raelis): When you [add tokenstone in game the currency is auto set to the currency the tokens uses (daat99tokens), you can change the currency to whatever you want, ThanX Raelis for great script :)
Players can make Token Checks when using the token ledger gump (gm's can make them with [add tokencheck #amount#).

Lady Luck Lottery & Exchange: Lady Luck is an npc that sell lottery tickets and exchange gold\tokens.
Lady luck will sell lottery tickets only if the EnableLottery property is set to true in [props on Lady Luck.
Each ticket cost 1k tokens (taken from the players token ledger).
The lottery is set to repeat every 168 hours (can be changed with [props on her).
There will always be a winner and the reward will be half the cost of the tickets sold since the last drawing.
If nobody claimed his reward then the reward will be added to the next drawing reward (half the cost of tickets).
The players can use [lottery to tell them when the next drawing will take place, which ticket won the last drawing and what was the reward.
To claim your reward just drop the ticket on LadyLuck and she'll tell you if you won or not.
In case you won there'll be a nice fireworks above you and you'll get token check and fireworks wand.
Lady luck will exchange token\gold only if the EnableExchange property is set to true in the [props on Lady luck.
Token\gold exchange rate is set to 500gold=1token by default, this can be changed in [props TokensCostInGold property.

Safe Trash 4 Tokens Backpack: is basically my safe backpack script that give the player 3 minutes to get his stuff out of the pack.
It'll trash everything you put in it but it'll give you a 2-5 tokens reward for every item that is NOT stackable (won't reward bandages\gold etc but it'll delete them).
It'll add the tokens to the player token ledger and show him a message that tell him how much tokens he got and thank him for cleaning the shard.

Pakcage include 102 files:

Installation:
1. Place all the files anywhere in **\runuo\scripts\custom\**
2. Go over all the files in the modified directory and make sure you replace the original files with them (if you miss even 1 it won't compile and will get you tons of errors.
3. Restart the shard and set the settings you want in the OWLTR control center ([add daat99owltr).
4. Restart the server and let your players have fun.

Notes:
1. In order for your players to get custom leather on monsters you need to add them to your monsters, check the leather elementals for the way to add leather.
2. If you want the scales to be on monsters you need to add it too, check the distro scripts (drake, dragon...) for how to add it.
3. There are 2 scales.cs files in runuo, you need to replace the 1 inside the blacksmith folder.
4. If you have druidic reagents already then you need to delete your version and add the version that attached to this pack.

IMPORTANT!!! I don't support modifications of any kind nor compile errors of any kind in this thread.

That's all :)

Hall of Helpers:
RunUO: UOT, ArteGordon, Guadah, Ashenfall, Ashlars and his beloved Morrigan, beau, Raider, Liam, telekea, porker, A_Li_N, Roseanne, RANCID77, Tark, n0brain, Arthemis, jjarmis, ssalter, Raelis, Briseis, Rift, bzk90, RoninGT, Memnoch, feralfreak, DaZiL, joshw, Greystar, XxSP1DERxX, Joeku, Freya, francecio, pvtjoker, Kiki, Viago, pepperfs, ChaosSally, Khephren, awakenlands, ChaosSally, Sotho Tal Ker, Wilcard, Beldr, Thundar, TesterSam, CynsPixie, Sunshine, TMSTKSBK, artio, Turmoil, KatNyte, Jakob, STalKer-X, ASayre8, alexander, Bham, toddjumper, Arvoreen, IndigoParadox, MatrixMan, Jebbit, Sorious, AdminVile, arul, RipRizzle, Mehla, Erica.
Allure of the Unknown: Kiara, Joe, Tark, Vellendarl.
Swordhaven: Wimpy, Limpy, JJ.

F.A.Q can be found on my website: here

I'll add more questions\answers as the need arrise.

This system is NOT under the GPL license.
You can feel free to download\modify\use this system for your own shards personal use only.
You are NOT allowed to modify and release this system (or any part of it) in any "script pack" without prior permission from me, daat99.
 

Attachments

  • Daat99s OWLTR v2.93.zip
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daat99

Moderator
Staff member
XxSP1DERxX said:
That looks like a great system :)
ThanX a lot ;)
It took me a while to complete it (which is why there wasn't any bug fixes in the OWLT system).
 

Memnoch

Wanderer
Token system that will get you tokens when you kill mobs and complete bods.

Is this easy to comment out? I want to give out tokens only for players that [claim kills.

Also listed above it says ele's spawned by use of the garg pickaxe will spawn a runic. I do not want runics spawning on monsters, is this easy to comment out as well?

I love your scripts, but i'm afraid you are trying to pack to much into 1 system. It may be easier for admins to tweak what they want and dont want if there were several stand alone scripts designed to work with the other scripts, but not require them.
 

daat99

Moderator
Staff member
Memnoch said:
Token system that will get you tokens when you kill mobs and complete bods.
Is this easy to comment out? I want to give out tokens only for players that [claim kills.
Just disable it in the control center ;)

Memnoch said:
Also listed above it says ele's spawned by use of the garg pickaxe will spawn a runic. I do not want runics spawning on monsters, is this easy to comment out as well?
You'll have to edit elements.cs for that.

Memnoch said:
I love your scripts, but i'm afraid you are trying to pack to much into 1 system. It may be easier for admins to tweak what they want and dont want if there were several stand alone scripts designed to work with the other scripts, but not require them.
That's why I added the control center.
It's all packed into 1 system that can be modified on the fly without restart (except ubber resources) to use or not use parts of it as you see fit.
No tweaking, installing, modifying or uninstalling of scripts if you want something changed.
Just do [owltr in game and disable\enable as you see fit ;)
 

Memnoch

Wanderer
Ok, and just to be clear, what exactly are the things in brit we can delete, and something in the new SE lands we shouldnt, or cannot delete, what is this used for? I'm not sure that i'd like to have something that sticks out that i didnt design in my town.
 

Gator81

Wanderer
I dont have a chance to install this yet, so i have a couple quick questions.

If I deleted the core files that were replaced by owlt and kept everything in a owlt folder, can I just delete the folder and replace it with the owltr? or is there extra core files that will be replaced with this one?

I am using allspells, and I had to remove the druidreagents.cs and the spells.cs files and everything still seem to work from what I could test, will I need to merge your spells.cs to the one in allspells? and still delete the druidreagents.cs file?
when I installed the allspells I tried to use the modified release of the spells.cs that was to work with both but all I got was errors, so I just wanted to make sure.

I am looking forward to installing this :)

thanks
 

daat99

Moderator
Staff member
Memnoch said:
Ok, and just to be clear, what exactly are the things in brit we can delete, and something in the new SE lands we shouldnt, or cannot delete, what is this used for? I'm not sure that i'd like to have something that sticks out that i didnt design in my town.
This is the owltr control center stones.
You need atleast 1 of those in your shard or you'll crash all over the place.
The 1s in brit are for player to dclick and see some info and can be removed safetly.
The 1 at tokuno is the safety control center, it's visible = false so nobody can see it.
As long as you have 1 control center anywhere in your world, you'll be ok.

Gator81 said:
If I deleted the core files that were replaced by owlt and kept everything in a owlt folder, can I just delete the folder and replace it with the owltr? or is there extra core files that will be replaced with this one?
I didn't changed ANY core files.
All the files in the bulk orders and modified folders are DISTRO files and not core.
There are more distro files in the OWLTR then there was in the OWLT system so you'll have to look for the extras.

Gator81 said:
I am using allspells, and I had to remove the druidreagents.cs and the spells.cs files and everything still seem to work from what I could test, will I need to merge your spells.cs to the one in allspells? and still delete the druidreagents.cs file?
when I installed the allspells I tried to use the modified release of the spells.cs that was to work with both but all I got was errors, so I just wanted to make sure.
You'll have to merge the spells.cs files or some features won't work.
About the druidic reagents it's best if you'll replace the version you using of the 3 reagents with the druidic reagents in this pack.
They're used the same from spells but they're more compatible with other stuff in the OWLTR system.
 

Freya

Wanderer
Ok, not sure if this is something I did or not hehe But during some testing of the BOD system, I noticed that upon receiving any of the new leather runic sewing kits, rather then the uses being set to 15 or what not, it was -15 or -30... so far thats all I've found =)
 

Darkness_PR

Wanderer
hey daat got the old OWL system besides the tokens being added what the major diff....and does it have the UBBER attributes on them....and i can enable them and disable them like the old system? i havent donwloaded them yet so that why i ask...
Thanks
†Darkness†
 

daat99

Moderator
Staff member
Freya said:
Ok, not sure if this is something I did or not hehe But during some testing of the BOD system, I noticed that upon receiving any of the new leather runic sewing kits, rather then the uses being set to 15 or what not, it was -15 or -30... so far thats all I've found =)
I'll look into it, thanx for reporting it ;)

Darkness_PR said:
hey daat got the old OWL system besides the tokens being added what the major diff....and does it have the UBBER attributes on them....and i can enable them and disable them like the old system? i havent donwloaded them yet so that why i ask...
Thanks
†Darkness†
It have tons of bug fixes and it have a lot more stuff you can enable\disable then the ubber resources.
Check out my website it have some data you want to see before you install it.
 

Darkness_PR

Wanderer
daat99 said:
I'll look into it, thanx for reporting it ;)


It have tons of bug fixes and it have a lot more stuff you can enable\disable then the ubber resources.
Check out my website it have some data you want to see before you install it.
awasome thanx ;-] i had my own custom system but this one has a LOT more features lol
 

daat99

Moderator
Staff member
Darkness_PR said:
awasome thanx ;-] i had my own custom system but this one has a LOT more features lol
I'm glad you like it, also keep your eyes open for updates ;)
 

Darkness_PR

Wanderer
daat99 said:
I'm glad you like it, also keep your eyes open for updates ;)
I allaways try and allways update after like 3 new versions are out LMAO btw nice website and i like the information aswell ;)
 

daat99

Moderator
Staff member
Darkness_PR said:
I allaways try and allways update after like 3 new versions are out LMAO btw nice website and i like the information aswell ;)
ThanX, let me know if you have any suggestions\ideas ;)
 

Memnoch

Wanderer
this is a reply to a post you made in your claim script, since the 2 scripts, this one and that one do not work together, this one includes [claim?
 

Memnoch

Wanderer
- Error: Scripts\Custom\OWLTR\Modified\Ore.cs: CS0117: (line 181, column 17) 'S
erver.Mobiles.Mule' does not contain a definition for 'IsForge'
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.

This is what happens if i take out the file champspawntype.cs It said before it contained the namespace for something, so i removed the extra file i apparently missed. I'm still at 1 error, and i dont know what i need to do so far. I do not believe i have missed any other scripts, but thats what i'm going to look at now as a solution.
 

daat99

Moderator
Staff member
Memnoch said:
this is a reply to a post you made in your claim script, since the 2 scripts, this one and that one do not work together, this one includes [claim?
The claim script is a standalone script, it works with or without this system and this system works with or without the claim script.

Memnoch said:
- Error: Scripts\Custom\OWLTR\Modified\Ore.cs: CS0117: (line 181, column 17) 'S
erver.Mobiles.Mule' does not contain a definition for 'IsForge'
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.

This is what happens if i take out the file champspawntype.cs It said before it contained the namespace for something, so i removed the extra file i apparently missed. I'm still at 1 error, and i dont know what i need to do so far. I do not believe i have missed any other scripts, but thats what i'm going to look at now as a solution.
I'm afraid there was a mixup in the files, I fixed 2of4.zip with the right version
 
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