The addon causes a crash whenever someone enters the gate ingame. I see it won't be updated or at least hasn't been in awhile, does anyone know of another way or addon to create the same effect of setting skills/skillcaps/stats/statcaps on demand?

Server Crash Report
===================

RunUO Version 0.5, Build 5631.21178
Operating System: Microsoft Windows NT 6.1.7601 Service Pack 1
.NET Framework: 4.0.30319.18444
Time: 8/26/2015 11:02:15 PM
Mobiles: 20
Items: 4366
Exception:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Server.Items.AdvancedPlayerGate.UseGate(Mobile m)
at Server.Items.Moongate.BeginConfirmation(Mobile from)
at Server.Timer.Slice() in c:\Users\jason\Desktop\Endless nights\The Grove\Server\Timer.cs:line 387
at Server.Core.Main(String[] args) in c:\Users\jason\Desktop\Endless nights\The Grove\Server\Main.cs:line 622

Clients:
- Count: 1
+ 127.0.0.1: (account = ) (mobile = 0xA 'fdgdfgdfgdgfd')
 
Likely there is a loop in there that does not take into account the increased number of skills in the game now.

Please post the script so I can check it out.
 
thanks murph
there's also an issue with the Dupe function changed to 'copy/Copy' now, not sure how to fix it so I have just commented it out for now; it used to be .dupe now it's .Copy
line 477-481 AdvancedPlayerGate
line 260 GateDialogGump
 

Attachments

  • AdvancedPlayerGate.cs
    27.5 KB · Views: 38
  • GateDialogGump.cs
    7.6 KB · Views: 56
Yeah, it was as suspected. It did not account for the newer skills.

Here is a fixed version of AdvancedPlayerGate.cs

Code:
/* Advanced Player Gate Script for RunUO
 * 
 * by Lokai
 * modified by Mum_Chamber
 * 
 * Description:  This gate allows GameMasters to create custom gates that
 *	perform a variety of functions. They can simply teleport to somewhere,
 *	they can change the Player's Stats, Skills, or Hue. They can Resurrect
 *	the Player, or they can do all of these things. This can be used as a
 *	Profession Gate, a Resurrection Gate, or a Race Gate.
 * 
 * To Use:  Simply add this script to your scripts folder. Then, use the [add
 *	command to create an AdvancedPlayerGate, and use [props command to adjust 
 *	the many built-in features.
 * 
 * Update at 15/08/2004 by Mum_Chamber
 *  The gate now can add a title of your choice, limit the number of players,
 *  show a custom message, give items (blessed or not) and take them back. 
 */

using System;
using Server;
using System.Collections;
using System.Reflection;
using Server.Gumps;
using Server.HuePickers;
using Server.Commands;

namespace Server.Items
{
	public class AdvancedPlayerGate : Moongate
	{
		// Private variable declarations.
		private bool m_Decays;
		private bool m_DoesTeleport = true;
		private bool m_DoesResurrect = true;
		private bool m_ChangesSkills = true;
		private bool m_ChangesStats = true;
		private bool m_ChangesHue = false;
		private bool m_SkillsGiveItems = false;
		private int m_SkillsItemsMin = 50;
		private DateTime m_DecayTime;
		private Timer m_Timer;
		private int m_Int;
		private int m_Dex;
		private int m_Str;
		private string m_GateMessage;
		private int[] gAllSkills = new int[58];

		#region " Mum_Chamber's Stuff "
		// Title
		private bool m_TitleAdds = true;
		private string m_TitleToAdd = "";

		// Player Count
		private bool m_PlayerCountLimited = true;
		private int m_PlayerCountMax = 10; //set how many players you want to be affected.
		private int m_PlayersPassed = 0;
		private string m_PlayerCountExeededMessage = "too many players passed already";

		// Items
		private bool m_GivesItems = true;
		private bool m_GivesBlessedItems = true; // if there is an event, noone can loot each other
		private bool m_TakesBackGivenItems = true; // when they exit the area, they may pass the gate
													// again, so we take back what we give.

		public ArrayList ItemsToGive = new ArrayList();

		// Title Props
		[CommandProperty( AccessLevel.GameMaster )]
		public string TitleToAdd {get{ return m_TitleToAdd;} set{ m_TitleToAdd = value;}}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool TitleAdds {get{ return m_TitleAdds;} set{ m_TitleAdds = value;}}

		// Player Count Props
		[CommandProperty( AccessLevel.GameMaster )]
		public bool _PlayerCountLimited {get{ return m_PlayerCountLimited;} set{ m_PlayerCountLimited = value;}}

		[CommandProperty( AccessLevel.GameMaster )]
		public int PlayerCountMax {get{ return m_PlayerCountMax;} set{ m_PlayerCountMax = value;}}

		[CommandProperty( AccessLevel.GameMaster )]
		public int PlayersPassed {get{ return m_PlayersPassed;} set{ m_PlayersPassed = value;}}

		[CommandProperty( AccessLevel.GameMaster )]
		public string PlayerCountExeededMessage {get{ return m_PlayerCountExeededMessage;} set{ m_PlayerCountExeededMessage = value;}}

		// Item Props
		[CommandProperty( AccessLevel.GameMaster )]
		public bool _GivesItems {get{ return m_GivesItems;} set{ m_GivesItems = value;}}
		
		[CommandProperty( AccessLevel.GameMaster )]
		public bool _GivesBlessedItems {get{ return m_GivesBlessedItems;} set{ m_GivesBlessedItems = value;}}
		
		[CommandProperty( AccessLevel.GameMaster )]
		public bool _TakesBackGivenItems {get{ return m_TakesBackGivenItems;} set{ m_TakesBackGivenItems = value;}}
		#endregion

		#region " skills "
		// Public Command-list
		[CommandProperty( AccessLevel.GameMaster )]
		public int AlchemySkill {get{ return gAllSkills[0];} set{ gAllSkills[0] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int AnatomySkill {get{ return gAllSkills[1];} set{ gAllSkills[1] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int AnimalLoreSkill {get{ return gAllSkills[2];} set{ gAllSkills[2] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int ItemIDSkill {get{ return gAllSkills[3];} set{ gAllSkills[3] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int ArmsLoreSkill {get{ return gAllSkills[4];} set{ gAllSkills[4] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int ParrySkill {get{ return gAllSkills[5];} set{ gAllSkills[5] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int BeggingSkill {get{ return gAllSkills[6];} set{ gAllSkills[6] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int BlacksmithSkill {get{ return gAllSkills[7];} set{ gAllSkills[7] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int FletchingSkill {get{ return gAllSkills[8];} set{ gAllSkills[8] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int PeacemakingSkill {get{ return gAllSkills[9];} set{ gAllSkills[9] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int CampingSkill {get{ return gAllSkills[10];} set{ gAllSkills[10] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int CarpentrySkill {get{ return gAllSkills[11];} set{ gAllSkills[11] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int CartographySkill {get{ return gAllSkills[12];} set{ gAllSkills[12] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int CookingSkill {get{ return gAllSkills[13];} set{ gAllSkills[13] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int DetectHiddenSkill {get{ return gAllSkills[14];} set{ gAllSkills[14] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int DiscordanceSkill {get{ return gAllSkills[15];} set{ gAllSkills[15] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int EvalIntSkill {get{ return gAllSkills[16];} set{ gAllSkills[16] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int HealingSkill {get{ return gAllSkills[17];} set{ gAllSkills[17] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int FishingSkill {get{ return gAllSkills[18];} set{ gAllSkills[18] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int ForensicsSkill {get{ return gAllSkills[19];} set{ gAllSkills[19] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int HerdingSkill {get{ return gAllSkills[20];} set{ gAllSkills[20] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int HidingSkill {get{ return gAllSkills[21];} set{ gAllSkills[21] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int ProvocationSkill {get{ return gAllSkills[22];} set{ gAllSkills[22] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int InscribeSkill {get{ return gAllSkills[23];} set{ gAllSkills[23] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int LockpickingSkill {get{ return gAllSkills[24];} set{ gAllSkills[24] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int MagerySkill {get{ return gAllSkills[25];} set{ gAllSkills[25] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int MagicResistSkill {get{ return gAllSkills[26];} set{ gAllSkills[26] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int TacticsSkill {get{ return gAllSkills[27];} set{ gAllSkills[27] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int SnoopingSkill {get{ return gAllSkills[28];} set{ gAllSkills[28] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int MusicianshipSkill {get{ return gAllSkills[29];} set{ gAllSkills[29] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int PoisoningSkill {get{ return gAllSkills[30];} set{ gAllSkills[30] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int ArcherySkill {get{ return gAllSkills[31];} set{ gAllSkills[31] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int SpiritSpeakSkill {get{ return gAllSkills[32];} set{ gAllSkills[32] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int StealingSkill {get{ return gAllSkills[33];} set{ gAllSkills[33] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int TailoringSkill {get{ return gAllSkills[34];} set{ gAllSkills[34] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int AnimalTamingSkill {get{ return gAllSkills[35];} set{ gAllSkills[35] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int TasteIDSkill {get{ return gAllSkills[36];} set{ gAllSkills[36] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int TinkeringSkill {get{ return gAllSkills[37];} set{ gAllSkills[37] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int TrackingSkill {get{ return gAllSkills[38];} set{ gAllSkills[38] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int VeterinarySkill {get{ return gAllSkills[39];} set{ gAllSkills[39] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int SwordsSkill {get{ return gAllSkills[40];} set{ gAllSkills[40] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int MacingSkill {get{ return gAllSkills[41];} set{ gAllSkills[41] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int FencingSkill {get{ return gAllSkills[42];} set{ gAllSkills[42] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int WrestlingSkill {get{ return gAllSkills[43];} set{ gAllSkills[43] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int LumberjackingSkill {get{ return gAllSkills[44];} set{ gAllSkills[44] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int MiningSkill {get{ return gAllSkills[45];} set{ gAllSkills[45] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int MeditationSkill {get{ return gAllSkills[46];} set{ gAllSkills[46] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int StealthSkill {get{ return gAllSkills[47];} set{ gAllSkills[47] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int RemoveTrapSkill {get{ return gAllSkills[48];} set{ gAllSkills[48] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int NecromancySkill {get{ return gAllSkills[49];} set{gAllSkills[49] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int FocusSkill {get{ return gAllSkills[50];} set{ gAllSkills[50] = value;}}
				
		[CommandProperty( AccessLevel.GameMaster )]
		public int ChivalrySkill {get{ return gAllSkills[51];} set{ gAllSkills[51] = value;}}

        [CommandProperty(AccessLevel.GameMaster)]
        public int BushidoSkill { get { return gAllSkills[52]; } set { gAllSkills[52] = value; } }

        [CommandProperty(AccessLevel.GameMaster)]
        public int NinjitsuSkill { get { return gAllSkills[53]; } set { gAllSkills[53] = value; } }

        [CommandProperty(AccessLevel.GameMaster)]
        public int SpellWeavingSkill { get { return gAllSkills[54]; } set { gAllSkills[54] = value; } }

        [CommandProperty(AccessLevel.GameMaster)]
        public int MysticismSkill { get { return gAllSkills[55]; } set { gAllSkills[55] = value; } }

        [CommandProperty(AccessLevel.GameMaster)]
        public int ImbuingSkill { get { return gAllSkills[56]; } set { gAllSkills[56] = value; } }

        [CommandProperty(AccessLevel.GameMaster)]
        public int ThrowingSkill { get { return gAllSkills[57]; } set { gAllSkills[57] = value; } }


		#endregion
		
		#region " other stuff "
		[CommandProperty( AccessLevel.GameMaster )]
		public int _Set_Int {get{ return m_Int; } set{ m_Int = value; }}
		
		[CommandProperty( AccessLevel.GameMaster )]
		public int _Set_Dex {get{ return m_Dex; } set{ m_Dex = value; }}
		
		[CommandProperty( AccessLevel.GameMaster )]
		public int _Set_Str {get{ return m_Str; } set{ m_Str = value; }}
		
		[CommandProperty( AccessLevel.GameMaster )]
		public string _GateMessage {get{ return m_GateMessage; }set{ m_GateMessage = value; }}

        [CommandProperty( AccessLevel.GameMaster )]
		public bool _DoesTeleport {get{return m_DoesTeleport;} set{m_DoesTeleport = value;}}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool _DoesResurrect {get{return m_DoesResurrect;} set{m_DoesResurrect = value;}}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool _ChangesSkills {get{return m_ChangesSkills;} set{m_ChangesSkills = value;}}
		
		[CommandProperty( AccessLevel.GameMaster )]
		public bool _ChangesStats {get{return m_ChangesStats;} set{m_ChangesStats = value;}}
		
		[CommandProperty( AccessLevel.GameMaster )]
		public bool _ChangesHue {get{return m_ChangesHue;} set{m_ChangesHue = value;}}
		
		[CommandProperty( AccessLevel.GameMaster )]
		public bool _SkillsGiveItems {get{return m_SkillsGiveItems;} set{m_SkillsGiveItems = value;}}

		[CommandProperty( AccessLevel.GameMaster )]
		public int _SkillsItemsMin {get{return m_SkillsItemsMin;} set{m_SkillsItemsMin = value;}}
		#endregion

		//Base Constructor m_SkillsItemsMin
		[Constructable]
		public AdvancedPlayerGate() : this( false )
		{
			Movable = false;
			Hue = 0x2D1;
			Name = "Advanced Player Gate";
			Light = LightType.Circle300;
		}

		[Constructable]
		public AdvancedPlayerGate( bool decays, Point3D loc, Map map ) : this( decays )
		{
			MoveToWorld( loc, map );
			Effects.PlaySound( loc, map, 0x20E );
		}

		[Constructable]
		public AdvancedPlayerGate( bool decays ) : base( new Point3D( 1401, 1625, 28 ), Map.Trammel )
		{
			Dispellable = false; 
			ItemID = 0x1FD4;

			if ( decays )
			{
				m_Decays = true;
				m_DecayTime = DateTime.Now + TimeSpan.FromMinutes( 2.0 );

				m_Timer = new InternalTimer( this, m_DecayTime );
				m_Timer.Start();
			}
		}

		public AdvancedPlayerGate( Serial serial ) : base( serial )
		{
		}
		

		public void OptimizeItemsList()
		{
			if (ItemsToGive.Count == 0)
				return;

			for(int i = 0; i < ItemsToGive.Count; i++)
			{
				for (int j = 0; j < ItemsToGive.Count; j++)
				{
					if( ItemsToGive[i] is Item && ItemsToGive[j] is Item && i != j )
					{
						Item itemi = (Item)ItemsToGive[i];
						Item itemj = (Item)ItemsToGive[j];
						if( itemi.ItemData.Name == itemj.ItemData.Name )
						{
							itemi.Amount += itemj.Amount;
							ItemsToGive.RemoveAt( j );
						}
					}
				}
			}
		}

		public override void OnDoubleClick( Mobile from )
		{
			if ( !from.Player )
				return;
			OptimizeItemsList();

			// When the player double-clicks on the gate, they see the
			// Stats and Skills they will get.
			from.SendGump( new GateDialogGump( m_Str, m_Dex, m_Int, _GateMessage,
			     gAllSkills, from, _DoesResurrect, _ChangesStats, _ChangesSkills,
				 _SkillsGiveItems, _SkillsItemsMin, m_TitleAdds, m_TitleToAdd, 
				m_PlayerCountLimited, m_PlayerCountMax, m_PlayersPassed, 
				m_PlayerCountExeededMessage, this ));
		}

		public override void UseGate( Mobile m )
		{
			OptimizeItemsList();
			// Murderers are not allowed to use the gate.
			if ( m.Kills >= 5 )
			{
				m.SendLocalizedMessage( 1019004 );
			}
			// If you cast a spell, you are too busy to use the gate.
			else if ( m.Spell != null )
			{
				m.SendLocalizedMessage( 1049616 );
			}
			else if ( m_PlayerCountMax <= m_PlayersPassed && m_PlayerCountLimited )
			{
				m.SendMessage( m_PlayerCountExeededMessage );
			}
			else
			{
				if (_ChangesStats)
				{
					m.Str = this.m_Str;
					m.Dex = this.m_Dex;
					m.Int = this.m_Int;
				}

				if (_DoesResurrect && !m.Alive)
				{
					/* 
					 * why do we modify the name when they resurrect?
					string nam = m.Name;
					int last = nam.Length;
					if (nam.Substring(last-2,2) == " I") nam = nam + "I";
					else if (nam.Substring(last-3,3) == " II") nam = nam + "I";
					else if (nam.Substring(last-3,3) == "III") nam = nam.Substring(0,last-2) + "V";
					else if (nam.Substring(last-2,2) == "IV") nam = nam.Substring(0,last-2) + "V";
					else if (nam.EndsWith(" V"))
					{
						if ( m.Female )
							nam = NameList.RandomName( "female" );
						else
							nam = NameList.RandomName( "male" );
					}
					else nam = nam + " II";
					
					m.Name = nam;
					*/
					m.Resurrect();
				}

				if (_DoesTeleport)
				{
					m.Map = this.TargetMap;
					m.Location = this.Target;
				}
				
				if (_ChangesSkills)
				{
					Server.Skills skills = m.Skills;
					for ( int i = 0; i < skills.Length; ++i ) skills[i].Base = gAllSkills[i];
				}

				if (_ChangesHue) m.Hue = this.Hue;

				if (_SkillsGiveItems)
				{
					Server.Skills s = m.Skills;
					for ( int i = 0; i < s.Length; ++i )
						if (gAllSkills[i] >= _SkillsItemsMin)
							SkillsItems((SkillName)i, m);
				}
				
				if (m_TitleAdds)
				{
					m.Title = this.m_TitleToAdd;
				}

				if ( m_TakesBackGivenItems )
				{
					for( int i = 0; i < ItemsToGive.Count; i++)
					{
						if (ItemsToGive[i] is Item)
						{
							m.Backpack.ConsumeUpTo( ((Item)(ItemsToGive[i])).GetType(), ((Item)(ItemsToGive[i])).Amount );
						}
					}
				}

				if (m_GivesItems)
				{
					for( int i = 0; i < ItemsToGive.Count; i++)
					{
						if (ItemsToGive[i] is Item)
						{
							Item item = (Item)ItemsToGive[i];
							if (m_GivesBlessedItems) 
							{
								item.LootType = LootType.Blessed;
							}

							if( item.Stackable )
								PackItem( item, m ) ;
							else
							{
								int times = 0;
								int amount = item.Amount;
								item.Amount = 1;
								//while( times < amount )
								//{
								//	PackItem( item.Copy(1), m ) ;
								//	times++;
								//}
							}
						}
					}
				}


				m.PlaySound( 0x1FE );
				m_PlayersPassed++;
			}
		}

		public override bool OnMoveOver( Mobile m )
		{
			if ( m.Player )
			{
				CheckGate( m, 0 );
			}

			return true;
		}

		private static void EquipItem( Item item, Mobile m )
		{
			if ( !Core.AOS )
				item.LootType = LootType.Newbied;

			if ( m != null && m.EquipItem( item ) )
				return;

			Container pack = m.Backpack;

			if ( pack != null )
				pack.DropItem( item );
			else
				item.Delete();
		}

		private static void PackItem( Item item, Mobile m )
		{
			if ( !Core.AOS )
				item.LootType = LootType.Newbied;

			Container pack = m.Backpack;

			if ( pack != null )
				pack.DropItem( item );
			else
				item.Delete();
		}

		private static void PackInstrument( Mobile m )
		{
			switch ( Utility.Random( 6 ) )
			{
				case 0: PackItem( new Drums(), m ); break;
				case 1: PackItem( new Harp(), m ); break;
				case 2: PackItem( new LapHarp(), m ); break;
				case 3: PackItem( new Lute(), m ); break;
				case 4: PackItem( new Tambourine(), m ); break;
				case 5: PackItem( new TambourineTassel(), m ); break;
			}
		}

		private static void SkillsItems( SkillName skill, Mobile m )
		{
			switch ( skill )
			{
				case SkillName.Alchemy:
				{
					PackItem( new Bottle( 4 ), m  );
					PackItem( new MortarPestle(), m );
					EquipItem( new Robe( Utility.RandomPinkHue() ), m );
					break;
				}
				case SkillName.Anatomy:
				{
					PackItem( new Bandage( 3 ), m );
					EquipItem( new Robe( Utility.RandomYellowHue() ), m );
					break;
				}
				case SkillName.AnimalLore:
				{
					EquipItem( new ShepherdsCrook(), m );
					EquipItem( new Robe( Utility.RandomBlueHue() ), m );
					break;
				}
				case SkillName.Archery:
				{
					PackItem( new Arrow( 25 ), m );
					EquipItem( new Bow(), m );
					break;
				}
				case SkillName.ArmsLore:
				{
					switch ( Utility.Random( 3 ) ) 
					{ 
						case 0: EquipItem( new Kryss(), m ); break; 
						case 1: EquipItem( new Katana(), m ); break; 
						case 2: EquipItem( new Club(), m ); break; 
					}
			
					break;
				}
				case SkillName.Begging:
				{
					EquipItem( new GnarledStaff(), m );
					break;
				}
				case SkillName.Blacksmith:
				{
					PackItem( new Tongs(), m );
					PackItem( new Pickaxe(), m );
					PackItem( new Pickaxe(), m );
					PackItem( new IronIngot( 50 ), m );
					EquipItem( new HalfApron( Utility.RandomYellowHue() ), m );
					break;
				}
				case SkillName.Fletching:
				{
					PackItem( new Board( 14 ), m );
					PackItem( new Feather( 5 ), m );
					PackItem( new Shaft( 5 ), m );
					break;
				}
				case SkillName.Camping:
				{
					// TODO: Bedroll
					PackItem( new Kindling( 5 ), m );
					break;
				}
				case SkillName.Carpentry:
				{
					PackItem( new Board( 10 ), m );
					PackItem( new Saw(), m );
					EquipItem( new HalfApron( Utility.RandomYellowHue() ), m );
					break;
				}
				case SkillName.Cartography:
				{
					PackItem( new BlankMap(), m );
					PackItem( new BlankMap(), m );
					PackItem( new BlankMap(), m );
					PackItem( new BlankMap(), m );
					PackItem( new Sextant(), m );
					break;
				}
				case SkillName.Cooking:
				{
					PackItem( new Kindling( 2 ), m );
					PackItem( new RawLambLeg(), m );
					PackItem( new RawChickenLeg(), m );
					PackItem( new RawFishSteak(), m );
					PackItem( new SackFlour(), m );
					PackItem( new Pitcher( BeverageType.Water ), m );
					break;
				}
				case SkillName.DetectHidden:
				{
					EquipItem( new Cloak( 0x455 ), m );
					break;
				}
				case SkillName.Discordance:
				{
					PackInstrument( m );
					break;
				}
				case SkillName.Fencing:
				{
					EquipItem( new Kryss(), m );
					break;
				}
				case SkillName.Fishing:
				{
					EquipItem( new FishingPole(), m );
					EquipItem( new FloppyHat( Utility.RandomYellowHue() ), m );
					break;
				}
				case SkillName.Healing:
				{
					PackItem( new Bandage( 50 ), m );
					PackItem( new Scissors(), m );
					break;
				}
				case SkillName.Herding:
				{
					EquipItem( new ShepherdsCrook(), m );
					break;
				}
				case SkillName.Hiding:
				{
					EquipItem( new Cloak( 0x455 ), m );
					break;
				}
				case SkillName.Inscribe:
				{
					PackItem( new BlankScroll( 2 ), m );
					PackItem( new BlueBook(), m );
					break;
				}
				case SkillName.ItemID:
				{
					EquipItem( new GnarledStaff(), m );
					break;
				}
				case SkillName.Lockpicking:
				{
					PackItem( new Lockpick( 20 ), m );
					break;
				}
				case SkillName.Lumberjacking:
				{
					EquipItem( new Hatchet(), m );
					break;
				}
				case SkillName.Macing:
				{
					EquipItem( new Club(), m );
					break;
				}
				case SkillName.Magery:
				{
					BagOfReagents regs = new BagOfReagents( 30 );
			
					if ( !Core.AOS )
					{
						foreach ( Item item in regs.Items )
							item.LootType = LootType.Newbied;
					}
			
					PackItem( regs, m );
			
					regs.LootType = LootType.Regular;
			
					Spellbook book = new Spellbook( (ulong)0x382A8C38 );
			
					EquipItem( book, m );
			
					book.LootType = LootType.Blessed;
			
					EquipItem( new Robe( Utility.RandomBlueHue() ), m );
					EquipItem( new WizardsHat(), m );
			
					break;
				}
				case SkillName.Mining:
				{
					PackItem( new Pickaxe(), m );
					break;
				}
				case SkillName.Musicianship:
				{
					PackInstrument( m );
					break;
				}
				case SkillName.Parry:
				{
					EquipItem( new WoodenShield(), m );
					break;
				}
				case SkillName.Peacemaking:
				{
					PackInstrument( m );
					break;
				}
				case SkillName.Poisoning:
				{
					PackItem( new LesserPoisonPotion(), m );
					PackItem( new LesserPoisonPotion(), m );
					break;
				}
				case SkillName.Provocation:
				{
					PackInstrument( m );
					break;
				}
				case SkillName.Snooping:
				{
					PackItem( new Lockpick( 20 ), m );
					break;
				}
				case SkillName.SpiritSpeak:
				{
					EquipItem( new Cloak( 0x455 ), m );
					break;
				}
				case SkillName.Stealing:
				{
					PackItem( new Lockpick( 20 ), m );
					break;
				}
				case SkillName.Swords:
				{
					EquipItem( new Katana(), m );
					break;
				}
				case SkillName.Tactics:
				{
					EquipItem( new Katana(), m );
					break;
				}
				case SkillName.Tailoring:
				{
					PackItem( new BoltOfCloth(), m );
					PackItem( new SewingKit(), m );
					break;
				}
				case SkillName.Tracking:
				{
					if ( m != null )
					{
						Item shoes = m.FindItemOnLayer( Layer.Shoes );
			
						if ( shoes != null )
							shoes.Delete();
					}
			
					EquipItem( new Boots( Utility.RandomYellowHue() ), m );
					EquipItem( new SkinningKnife(), m );
					break;
				}
				case SkillName.Veterinary:
				{
					PackItem( new Bandage( 5 ), m );
					PackItem( new Scissors(), m );
					break;
				}
				case SkillName.Wrestling:
				{
					EquipItem( new LeatherGloves(), m );
					break;
				}
			}
		}
		
		public override void OnAfterDelete()
		{
			if ( m_Timer != null )
				m_Timer.Stop();

			base.OnAfterDelete();
		}

		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );
			writer.Write( (int) 4 ); // version

			writer.Write( (bool)m_GivesItems );// version 4
			writer.Write( (bool)m_GivesBlessedItems );
			writer.Write( (bool)m_TakesBackGivenItems );
			writer.Write( (int)ItemsToGive.Count );
			for( int i = 0 ; i < ItemsToGive.Count; i++ )
			{
				writer.Write( (Item)(ItemsToGive[i]) );
			}

			writer.Write( (bool)m_PlayerCountLimited ); // version 3
			writer.Write( (int)m_PlayerCountMax );
			writer.Write( (int)m_PlayersPassed );
			writer.Write( (string)m_PlayerCountExeededMessage );

			writer.Write( m_TitleAdds ); //version 2
			writer.Write( (string)m_TitleToAdd );

			writer.Write( m_DoesTeleport ); // version 1
			writer.Write( m_DoesResurrect );
			writer.Write( m_ChangesSkills );
			writer.Write( m_ChangesStats );
			writer.Write( m_ChangesHue );
			writer.Write( m_SkillsGiveItems );
			writer.Write( (int)m_SkillsItemsMin );
			writer.Write( (int)m_Int );
			writer.Write( (int)m_Dex );
			writer.Write( (int)m_Str );
			for (int x = 0; x<52; x++) writer.Write( (int)gAllSkills[x] );
			writer.Write( m_GateMessage );

			writer.Write( m_Decays ); // version 0
			if ( m_Decays ) writer.WriteDeltaTime( m_DecayTime ); 
		}

		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );

			int version = reader.ReadInt();

			switch ( version )
			{
				case 4:
				{
					m_GivesItems = reader.ReadBool();
					m_GivesBlessedItems = reader.ReadBool();
					m_TakesBackGivenItems = reader.ReadBool();
					int j = reader.ReadInt();

					for( int i = 0 ; i < j; i++ )
					{
						ItemsToGive.Add( reader.ReadItem() );
					}
					goto case 3;
				}
				case 3:
				{
					m_PlayerCountLimited = reader.ReadBool();
					m_PlayerCountMax = reader.ReadInt();
					m_PlayersPassed = reader.ReadInt();
					m_PlayerCountExeededMessage = reader.ReadString();
					goto case 2;
				}
				case 2:
				{
					m_TitleAdds = reader.ReadBool();
					m_TitleToAdd = reader.ReadString();
					goto case 1;
				}
				case 1:
				{
					m_DoesTeleport = reader.ReadBool();
					m_DoesResurrect = reader.ReadBool();
					m_ChangesSkills = reader.ReadBool();
					m_ChangesStats = reader.ReadBool();
					m_ChangesHue = reader.ReadBool();
					m_SkillsGiveItems = reader.ReadBool();
					m_SkillsItemsMin = reader.ReadInt();
					m_Int = reader.ReadInt();
					m_Dex = reader.ReadInt();
					m_Str = reader.ReadInt();
					for (int y = 0; y<52; y++) gAllSkills[y] = reader.ReadInt();
					m_GateMessage = reader.ReadString();
					
					goto case 0;
				}
				case 0:
				{
					m_Decays = reader.ReadBool();

					if ( m_Decays )
					{
						m_DecayTime = reader.ReadDeltaTime();

						m_Timer = new InternalTimer( this, m_DecayTime );
						m_Timer.Start();
					}
					
					break;
				}
			}
		}
		
		private class InternalTimer : Timer
		{
			private Item m_Item;

			public InternalTimer( Item item, DateTime end ) : base( end - DateTime.Now )
			{
				m_Item = item;
			}

			protected override void OnTick()
			{
				m_Item.Delete();
			}
		}
	}
}
[/code]
 
ah holy shit bro, it actually functions. hahahaha. amazing. absolutely absolutely absolutely amazing. thank you--thank you, so much godsend. godlike. how you did that I won't really ever know, but good job. the crashing issue has been an ongoing problem since 1.0.0 and you put that to rest.


one problem I notice though, murph. after entering the gate, you can't run anymore? moving the cursor off the character to initiate the running animation doesn't happen after using this gate. any idea? school me please.
nebbermind, I am just a total idiot. if you don't set the dex, than you'll have 1 dex and 1 stamina and therefore you can't run. okay. anyway. great job overall, murph, highly appreciated. excellent work.
 
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Two things, might want to remove the extra /code tags. They copy over causing errors. Great fix, though the item part to add items, I tried it and the gump shows nothing after. Cant add items
 
I can't get it to work:
Error dump:
--------------------------------------------------------------------------------
ServUO - [https://www.servuo.com] Version 0.5, Build 6374.14486
Core: Optimizing for 8 64-bit processors
RandomImpl: CSPRandom (Software)
Core: Loading config...
Scripts: Compiling C# scripts...Failed with: 1 errors, 1 warnings
Warnings:
+ Customs/AdvancedPlayerGate.cs:
CS0219: Line 494: The variable 'times' is assigned but its value is never used
Errors:
+ Customs/AdvancedPlayerGate.cs:
CS0246: Line 383: The type or namespace name 'GateDialogGump' could not be found (are you missing a using directive or an assembly reference?)
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.
 
Raven you have to put also the gump file (on top of this 3d) in your custom script folder, after compile, run great...

But.... i have another problem now..

run correctly but now i cant set cap, just only minimum skill... why?
 
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