So far:

Moderators: Benn, Calix, senji

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Calix
MOTODEAMON
Posts: 6109
Joined: Sat Dec 27, 2003 10:05 am

So far:

Post by Calix »

Don't worry I'm not getting carried away, just logging this here for the record.

Script edits so far:

(charactercreation.cs)
Edited player start location
Edited starting backpack items
Edited 'starter templates' (mage, warrior, etc) to start with 75 in 4 skills.

(currentexpansion.cs)
Removed anything post AOS(SE, ML, etc)

(publicmoongates.cs)
Removed all but Fel options from gump.

(welcometimer.cs)
Edited welcome msgs

(necromancyspells.cs)
Removed FC from Necro spells(ERA ACCURATE!)

(skillcheck.cs)
Removed anti-macro code and slightly increased skill gain.

(accounthandler.cs)
Limited accounts per IP.

(testcentre.cs)
Switched on test centre settings(Full bank box, etc)

Added in some of Noxin's Legacy customs; 'Shame' creatures, new rares, etc.

Spawned up the World using nerun's distro. Covetous, Deceit, Shame and Hythloth have 'special' spawns of Noxin's customs(and Dark Fathers in some cases) as well as lowered levels of their normal spawns.

Added some daily/weekly spawning rares - some traditional and some new.

Added in stealable doom artifacts as spawning rares(for now)

Short term to do/wish list:

Increased skill gain in dungeons.
Limit characters-per-account. (1-2 chars per acc. with 2 accounts per IP) ~ Done. (account.cs)
Add in more spawning rares
Up Dungeon Chest/Tmap loot - add in some special items
Testing - PvP mechanics/skill gain/artifact drop rate, etc
Up loot/add special loot on certain monsters
Look at PvP attribute caps
Modify town vendors - add in gold sinks. Super expensive items.
Up mana cost for wither/para field/poison field
Edit scroll drop % on spawns

Long term to do/wish list:

New bounty system - enough to encourage people to play Anti's instead of PKs.
Map edits - remove some cities - too many spreads out any potential player base and makes shards look deserted.
Look at crafters - for instance no powder of fort is going on shard - make smithing/tailoring/alchemy skill very important and not easy to GM/120.
Look at some of the 'player town' systems on runuo site.
Loads more but going @ bed~~

Fatalist
POO ELEMENTAL
Posts: 2540
Joined: Wed Feb 11, 2004 8:15 pm

Re: So far:

Post by Fatalist »

seriously fucking impressed.

I want to get involved, what do I need to start editing/testing scriptz? Maybe I can put my limited PYTHON experience to use!

edit: also, make sure you keep track of absolutely everything you've changed, and different versions/editions of code for easy revert too.
Down with Scotland

Benn
Posts: 1000591
Joined: Wed Dec 24, 2003 12:35 pm
Contact:

Re: So far:

Post by Benn »

You must use some kind of version control software (Subversion, git, hg etc). You can just use Google (http://code.google.com/hosting/) or SourceForge (http://sourceforge.net/) as they're relatively painless.

If you don't do this (and you keep up with your project), it'll fail miserably in a whirlwind of lost files and overwritten scripts.

Calix
MOTODEAMON
Posts: 6109
Joined: Sat Dec 27, 2003 10:05 am

Re: So far:

Post by Calix »

Cheers Benn

Calix
MOTODEAMON
Posts: 6109
Joined: Sat Dec 27, 2003 10:05 am

Re: So far:

Post by Calix »

Changed a ton of shit that I've forgotten to document, which is retarded seems as I can't remember which scripts I did the edits in, but nm.

Today's work =

Wither edited in wither.cs - Cast time upped from 1.25 seconds(unaffacted by fc) to 1.75

Parafield edited in parafield.cs - Duration changed under this formula:
TimeSpan duration = TimeSpan.FromSeconds( 1.0 + (Caster.Skills[SkillName.Magery].Value / 8.0) );

The 1.0 + was originally 3.0 + and the / 8.0 value was originally 3.0. Seems a much better set up now. The spell is still powerful but doesn't last 3 hours per cast. There's no way to edit mana cost or cast time(that I'm aware of) for magery spells without editing the entire spell circle. It's different for necro spells as they aren't in a circle.

Duration of the paralyse EFFECT also edited. The formula:
duration = 1.0 + ((int)(m_Caster.Skills[SkillName.EvalInt].Value / 10) - (int)(m.Skills[SkillName.MagicResist].Value / 10));

Was originally 2.0 +

Ingo
Author of "Stripper Assassin"
Posts: 767
Joined: Wed Jan 07, 2004 10:40 pm

Re: So far:

Post by Ingo »

I'll look into individual spells cast time and mana cost. It looks like it makes a call to the circle to find those attributes which you could replace with some hard variables. Failing that create more circles!
No to Scottish existence.

Calix
MOTODEAMON
Posts: 6109
Joined: Sat Dec 27, 2003 10:05 am

Re: So far:

Post by Calix »

Nice one. I'm not sure the second option works though - I saw a thread where someone tried that and was told by a RunUO developer that it wasn't possible. Might be wrong though..

Superfast Oz
Cardinal Chunder
Posts: 1031
Joined: Fri Nov 19, 2004 11:23 pm
Contact:

Re: So far:

Post by Superfast Oz »

"For those of you who are having issues with housing not placing properly MapDefinitions.cs holds your answer. You need to change this line......

At approl line 42 change the following.....


Code:
MultiComponentList.PostHSFormat = true; // OSI Client Patch 7.0.9.0

To this.....


Code:
MultiComponentList.PostHSFormat = false; // OSI Client Patch 7.0.9.0

At client 7.0.9.1 you it neets to be set to true. And before it needs to be set to false."


Give that a bash, might fix the problemz we've had.

Calix
MOTODEAMON
Posts: 6109
Joined: Sat Dec 27, 2003 10:05 am

Re: So far:

Post by Calix »

Nice one. In and working. Housing decay timer set to 28 days for now in basehouse.cs

Calix
MOTODEAMON
Posts: 6109
Joined: Sat Dec 27, 2003 10:05 am

Re: So far:

Post by Calix »

in baserunictool.cs night sight, self repair, lower stat requirement and durability removed from the utility.random stat generator for all items, should hopefully result in a slightly increased chance of 'good' properties being on items.

Calix
MOTODEAMON
Posts: 6109
Joined: Sat Dec 27, 2003 10:05 am

Re: So far:

Post by Calix »

Vet reward system implemented (rewardsystem.cs) Timer is set to 2 weeks for now - would a month make more sense?

2 week rewards: (3 picks, can be 'held' to be used for later picks)

Furniture Dye Tub
Special Dye Tub
Bronze Reward Cloak
Copper Reward Cloak
Monster Statues: Crocodile, Daemon, Dragon, Earth Elemental, Ettin, Gargoyle, Gorilla, Lich, Lizardman, Ogre, Orc, Ratman, Skeleton, Troll.
Contest Mini-House Deed
Ethereal Horse

4 week rewards: (1 pick)
Leather Dye Tub
Agapite Robe
Golden Robe
Banner Deed
Flaming Head Deed
Ethereal Ostard

6 week rewards: (1 pick)
Verite Robe
Valorite Robe
Monster Statues: Cow, Zombie, Llama
Ethereal Llama

8 week rewards: (1 pick)
Rune Book Dye Tub
Dark Grey Robe
Decorative Shield Deed
Hanging Skeleton Deed
Monster Statues: Ophidian, Reaper, Mongbat

10 week rewards: (1 pick)
Statuette Dye Tub
Stone Ankh Deed
Monster Statues: Gazer, Fire Elemental, Wolf

20(yes 20) week rewards: (1 pick)
Ethereal Ki-rin
Ethereal Unicorn

KoKane
Posts: 131
Joined: Sun Feb 12, 2006 7:51 pm

Re: So far:

Post by KoKane »

Fatalist wrote:seriously fucking impressed.

I want to get involved, what do I need to start editing/testing scriptz? Maybe I can put my limited PYTHON experience to use!

edit: also, make sure you keep track of absolutely everything you've changed, and different versions/editions of code for easy revert too.

I presume its all still written in C# or something?

Theres a really nice program called SharpDevelop. Well I dunno if its still good or what but I used that years ago I think..
pro at everything except being pro

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