I'm not exactly sure, but I would start by looking at how the material changes the resist values of the crafted item. Like when horned leather changes resist values. And then in that area add your code that adds the hit fire area % if it is volcanic ingots.
Valorian I'd love to use some of the graphical elements you've created! The rock formations among other things. Excellent work. And long live UO style art!
Another way to do this is to use an itemID that has a graphic so you can see it in your mapping program and then edit the graphic to be a clear transparent bmp that you give to your players, setting the appropriate flags in tiledata.
You can use the UOFiddler extention to compair items and then this AutoHotKey script to copy from one side to the other.
Use the key combo:
Alt+Control+] to start it.
] to pause.
Alt+] to suspend.
WinWait, UOFiddler, Show only Difference
IfWinNotActive, UOFiddler, Show only Difference...
Thanks demented, Whatever you guys want to do with it is fine. I run an old ForkUO version which was forked from runUO i think, and it has been heavy modified. So anything I would post might need some work to get working with ServUO or other forks.
I have released the Colored Lights scripts and the other image files that are needed.
https://www.servuo.com/archive/colored-lights.824/
Please post screenshots of these in use if you try them out!;)
If you end up using these files I only ask that you please post screenshots of the lights in use. I'd like to see what you come up with.
This set of scripts and files will let you add lights that are editable. Art.mul edits are required to make this work. You may use UOfiddler or your program...
Thanks! If there is interest I could release the script as requested, but it will require you to edit your art file. For a couple of the different lights I borrowed the blue light from one of the paralyze field animation frames(which also means carefully editing the animations for it to account...