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ACC... public gates and spell system. 2013-12-08

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jase giffin

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Sep 14, 2013
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The Grove
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How do ya feel about a luke warm murphys extra stout thats what im havin. Cant say how imbuing will work after this but heres to code drinkin also i second hanks approval and seal it for quality people in mind.. Heres to ya
 

Hank

Well-Known Member
Nov 14, 2013
947
151
Earth
Found a bug, which may already be known.
The Cleric spells use all the players tithed gold points (piety), not only the amount the spells require.
 
Last edited:

Jargo

New Member
Mar 9, 2014
3
0
40
Shard Name
Realm of Zepradon
I am running RunUO 2.5 and I get this error when I added the Complete Spell Systems folder...

Code:
Warnings:
+ Customs/My Custom/Architect/OrbRemoteServer/OrbServer.cs:
    CS0618: Line 200: 'System.Runtime.Remoting.Channels.ChannelServices.Register
Channel(System.Runtime.Remoting.Channels.IChannel)' is obsolete: 'Use System.Run
time.Remoting.ChannelServices.RegisterChannel(IChannel chnl, bool ensureSecurity
) instead.'
+ Customs/My Custom/Console Command/CC2.0.cs:
    CS0168: Line 45: The variable 'e' is declared but never used
+ Customs/My Custom/World Omniporter_2.2/WorldOmniporter_2.2.CS:
    CS0168: Line 879: The variable 'e' is declared but never used
+ Misc/Assistants.cs:
    CS0162: Line 99: Unreachable code detected
    CS0162: Line 155: Unreachable code detected
Errors:
+ Customs/My Custom/ACC Systems/Complete Spell System/-=+ 03 Systems/Avatar/Ava
tarSpell.cs:
    CS0029: Line 92: Cannot implicitly convert type 'System.DateTime' to 'long'
+ Customs/My Custom/ACC Systems/Complete Spell System/-=+ 03 Systems/Cleric/Cle
ric/ClericSpell.cs:
    CS0029: Line 94: Cannot implicitly convert type 'System.DateTime' to 'long'
+ Customs/My Custom/ACC Systems/Complete Spell System/-=+ 03 Systems/Druid/Fami
liars/SkitteringHopperFamiliar.cs:
    CS0029: Line 92: Cannot implicitly convert type 'System.DateTime' to 'long'
+ Customs/My Custom/ACC Systems/Complete Spell System/-=+ 03 Systems/Ranger/Fam
ilars/PackRat.cs:
    CS0029: Line 95: Cannot implicitly convert type 'System.DateTime' to 'long'
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.
If I remove the Complete Spell Systems folder and leave the other two I get no errors. Are there scripts I need to modify to make this work? I found no READ ME in the pack so I assumed it was plug and play.

Thanks
 

jase giffin

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the scripts in play are for servuos specific time system. there is a thread on runuo containing the same systems. i would search acc on runuo archives and the comp[lete spell system on run uo for the spells. or...... you can try this older set of the same system i used in the original grove. maybe those work?
 

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Samuel Packham

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Feb 1, 2014
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The ranger spells that create the fire,ice,energy and poison bows don't work properly. When you cast the spell, you can create the bow just fine. However, you can't fire it. I verified arrows are in the pack. The didn't try putting a quiver, but the bows won't fire but everything else works fine. Any ideas?
 

jase giffin

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hmm the spells i would have to look into most of them ppl dont use them on op account. ill look into them tomorrow and see if i can help you with that.
 

Dramoor

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Apr 4, 2014
78
7
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Unsure if this is relevant to just staff accounts or all but when casting "intimidation" once it stops taking skill away to add to the swords and mace fighting skill, it keeps adding to the mace fighting and swordsmanship skills without taking anything for it. Also, After 30 minutes now my character has not reverted back to normal skills.


Added Edit: Upon Further Study, when I reboot the server, the skills go back down. If the spell is only casted once, it goes down normal. I guess maybe it just is not blocking itself from recasting and being used again?
 
Last edited:

Dramoor

Well-Known Member
Apr 4, 2014
78
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The ranger spells that create the fire,ice,energy and poison bows don't work properly. When you cast the spell, you can create the bow just fine. However, you can't fire it. I verified arrows are in the pack. The didn't try putting a quiver, but the bows won't fire but everything else works fine. Any ideas?
Yeah basically they have a lot of code in there that does not need to be in there.

What I did was changed this section of the script (in the FireBowSpell.cs) :
Old:
Code:
        [FlipableAttribute(0x13B2, 0x13B1)]
        public class RangerFireBow : BaseRanged
        {
            private Mobile m_Owner;
            private DateTime m_Expire;
            private Timer m_Timer;

            public override int EffectID { get { return 0xF42; } }
            public override Type AmmoType { get { return typeof(Arrow); } }
            public override Item Ammo { get { return new Arrow(); } }

            public override WeaponAbility PrimaryAbility { get { return WeaponAbility.ParalyzingBlow; } }
            public override WeaponAbility SecondaryAbility { get { return WeaponAbility.MortalStrike; } }

            public override int AosStrengthReq { get { return 30; } }
            public override int AosMinDamage { get { return 16; } }
            public override int AosMaxDamage { get { return 18; } }
            public override int AosSpeed { get { return 25; } }

            public override int OldStrengthReq { get { return 20; } }
            public override int OldMinDamage { get { return 9; } }
            public override int OldMaxDamage { get { return 41; } }
            public override int OldSpeed { get { return 20; } }

            public override int DefMaxRange { get { return 10; } }

            public override int InitMinHits { get { return 31; } }
            public override int InitMaxHits { get { return 60; } }

            public override WeaponAnimation DefAnimation { get { return WeaponAnimation.ShootBow; } }

            [Constructable]
            public RangerFireBow(Mobile owner)
                : base(0x13B2)
            {
                WeaponAttributes.HitFireArea = 50;
                WeaponAttributes.HitFireball = 50;
                m_Owner = owner;
                Weight = 6.0;
                Layer = Layer.TwoHanded;
                Hue = 1161;
                BlessedFor = owner;
                Name = "Bow of Fire";

                double time = (owner.Skills[SkillName.Archery].Value / 20.0) * RangerHuntersAimSpell.GetScalar(owner);
                m_Expire = DateTime.Now + TimeSpan.FromMinutes((int)time);
                m_Timer = new InternalTimer(this, m_Expire);

                m_Timer.Start();
            }

To this:
New:
Code:
        public class RangerFireBow : Bow
        {
            private Mobile m_Owner;
            private DateTime m_Expire;
            private Timer m_Timer;

            [Constructable]
            public RangerFireBow(Mobile owner)
            {
                WeaponAttributes.HitFireArea = 50;
                WeaponAttributes.HitFireball = 50;
                m_Owner = owner;
                Hue = 1161;
                BlessedFor = owner;
                Name = "Bow of Fire";

                double time = (owner.Skills[SkillName.Archery].Value / 20.0) * RangerHuntersAimSpell.GetScalar(owner);
                m_Expire = DateTime.Now + TimeSpan.FromMinutes((int)time);
                m_Timer = new InternalTimer(this, m_Expire);

                m_Timer.Start();
            }

Apply the same changes to the other scripts using this as your guide of what to remove and what to change.



But after using this I see if you restart the server while they are summoned, they do not decay...Will have to look into that one.
 
Last edited:

Dramoor

Well-Known Member
Apr 4, 2014
78
7
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The other question I have would be....Is the spell Intimidation meant to not work with Sly Fox, or is that the reason it lets it recast because it is only blocking while in the Sly Fox form? As of right now I have it set to not work while in the fox form on my side but noticed that Sly Fox works while using Intimidation first. Wasn't sure which way was meant to go so I didn't post an updated code with it working. ( I turned intimidation off while in fox form, and fox form off while in intimidation mode)
 

Omegaexdeath

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Nov 9, 2014
111
13
MI USA
Shard Name
EternalDeathSlayer EDS UO PvP
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I use AngelicFaith to transform into Angel but cant transform back not sure where the problem is in the script
I tried Tick count & utcNow but maybe I did that wrong this is what it looks like when I use spell

Code:
using System;
using System.Collections;
using Server.Items;
using Server.Mobiles;
using Server.Spells;
using Server.Spells.Seventh;

namespace Server.ACC.CSS.Systems.Cleric
{
    public class ClericAngelicFaithSpell : ClericSpell
    {
        private static SpellInfo m_Info = new SpellInfo(
                                                        "Angelic Faith", "Angelus Terum",
                                                        //SpellCircle.Eighth,
                                                        212,
                                                        9041
                                                       );

        public override SpellCircle Circle
        {
            get { return SpellCircle.Eighth; }
        }

        public override int RequiredTithing{ get{ return 100; } }
        public override double RequiredSkill{ get{ return 80.0; } }

        private static Hashtable m_Table = new Hashtable();

        public ClericAngelicFaithSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
        {
        }

        public static bool HasEffect( Mobile m )
        {
            return ( m_Table[m] != null );
        }

        public static void RemoveEffect( Mobile m )
        {
            object[] mods = (object[])m_Table[m];

            if ( mods != null )
            {
                m.RemoveStatMod( ((StatMod)mods[0]).Name );
                m.RemoveStatMod( ((StatMod)mods[1]).Name );
                m.RemoveStatMod( ((StatMod)mods[2]).Name );
                m.RemoveSkillMod( (SkillMod)mods[3] );
                m.RemoveSkillMod( (SkillMod)mods[4] );
                m.RemoveSkillMod( (SkillMod)mods[5] );
            }

            m_Table.Remove( m );

            m.EndAction( typeof( ClericAngelicFaithSpell ) );

            m.BodyMod = 0;
        }

        public override bool CheckCast()
        {
            if (!TransformationSpellHelper.CheckCast(Caster, this))
                return false;

            return base.CheckCast();
        }

        public override void OnCast()
        {
            TransformationSpellHelper.OnCast(Caster, this);

            if ( CheckSequence() )
            {
                RemoveEffect(Caster);

                object[] mods = new object[]
                {
                    new StatMod( StatType.Str, "[Cleric] Str Offset", 10, TimeSpan.Zero ),
                    new StatMod( StatType.Dex, "[Cleric] Dex Offset", 10, TimeSpan.Zero ),
                    new StatMod( StatType.Int, "[Cleric] Int Offset", 10, TimeSpan.Zero ),
                    new DefaultSkillMod( SkillName.Macing, true, 10 ),
                    new DefaultSkillMod( SkillName.Healing, true, 10 ),
                    new DefaultSkillMod( SkillName.Anatomy, true, 10 )
                };

                m_Table[Caster] = mods;

                Caster.AddStatMod( (StatMod)mods[0] );
                Caster.AddStatMod( (StatMod)mods[1] );
                Caster.AddStatMod( (StatMod)mods[2] );
                Caster.AddSkillMod( (SkillMod)mods[3] );
                Caster.AddSkillMod( (SkillMod)mods[4] );
                Caster.AddSkillMod( (SkillMod)mods[5] );

                double span = 20.0 * ClericDivineFocusSpell.GetScalar( Caster );
                new InternalTimer( Caster, TimeSpan.FromMinutes( (int)span ) ).Start();

                IMount mount = Caster.Mount;

                if ( mount != null )
                    mount.Rider = null;

                Caster.BodyMod = 123;
                Caster.BeginAction( typeof( ClericAngelicFaithSpell ) );
                Caster.PlaySound( 0x165 );
                Caster.FixedParticles( 0x3728, 1, 13, 0x480, 92, 3, EffectLayer.Head );
            }

            FinishSequence();
        }

        private class InternalTimer : Timer
        {
            private Mobile m_Owner;
            private DateTime m_Expire;

            public InternalTimer( Mobile owner, TimeSpan duration ) : base( TimeSpan.Zero, TimeSpan.FromSeconds( 0.1 ) )
            {
                m_Owner = owner;
                m_Expire = DateTime.Now + duration;
            }

            protected override void OnTick()
            {
                if ( DateTime.Now >= m_Expire )
                {
                    ClericAngelicFaithSpell.RemoveEffect( m_Owner );
                    Stop();
                }
            }
        }
    }
is this a bug or am not doing the right thing to transform back into Elf I assumed I just recast angelicform
 

Omegaexdeath

Well-Known Member
Nov 9, 2014
111
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MI USA
Shard Name
EternalDeathSlayer EDS UO PvP
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:Dha Had these spells in test shards for a year now & havent gotten to messing with em
I just went threw 20 pages of post last night looking for a solutions to tighten these spells up & never found solution to this one
hopefully this ones in there its kinda weird cuz I compared AngelicFaith with slyfox cuz it works but nothing jumps out at me but your post rocks cuz I found examples for lokai's chant mantra edits instead of commands TY for that
 

pall

Well-Known Member
Aug 20, 2014
206
6
30
Shard Name
Ultima Iberia / Renegados UO
exist any way for put the scrolls like a loot? or to buy it? I try it but always get this type of error:
Code:
Errors:
+ Mobiles/Vendors/SBInfo/SBScribe.cs:
    CS0246: Line 45: The type or namespace name `AvatarSpellbook' could not be found. Are you missing `Server.ACC.CSS.Systems.Avatar' using directive?
    CS0246: Line 46: The type or namespace name `AvatarBag' could not be found. Are you missing `Server.ACC.CSS.Systems.Avatar' using directive?
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.
and i try too in loot.cs and lootpack.cs without achivements:
 

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Last edited:

Joshua

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Sep 13, 2014
591
74
34
Bountiful, Utah
Shard Name
My Own Shard
Before I decide to re create the wheel so to speak, has anyone successfully added custom facet/maps to this? Im about to go knee deep into the gump and code to add more room for my maps. To clarify, I want to add more then just the 6, i have a total of 10 that will need to be there. (this should be interesting)
 

justin

Member
Dec 20, 2016
17
0
54
I was wondering if there is any info on this system? like how to edit the gates. There is add and edit, but no delete. I can not find any thing in the scripts to change it. Also, is thereany commands in game for any of this system?

PS. I love the gates. So easy.......
 

jase giffin

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Sep 14, 2013
269
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The Grove
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To delete entries take and delete the name and the chords. Then hit add and it will remove the entry then just delete the gate itself
 
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