Hello,
I added 4 new item (weapons) and set the flags "Weapon" and "Wearable".
With UOFiddler I can't see them under "Items" Tab, but in the "Gump" and "TileData" tabs still exists.

I added in the game with this script, but I can't wear it. I used a pre existent Axe script

Code:
using System;
using Server.Engines.Harvest;

namespace Server.Items
{
    [FlipableAttribute(0xC600)]
    public class AxeFiga : BaseAxe
    {
        [Constructable]
        public AxeFiga()
            : base(0xC600)
        {
            this.Weight = 8.0;
			this.Name = "Axe Figa";
			this.Layer = Layer.TwoHanded;
        }

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

        public override WeaponAbility PrimaryAbility
        {
            get
            {
                return WeaponAbility.ArmorIgnore;
            }
        }
        public override WeaponAbility SecondaryAbility
        {
            get
            {
                return WeaponAbility.BleedAttack;
            }
        }
        public override int AosStrengthReq
        {
            get
            {
                return 35;
            }
        }
        public override int AosMinDamage
        {
            get
            {
                return 12;
            }
        }
        public override int AosMaxDamage
        {
            get
            {
                return 16;
            }
        }
        public override int AosSpeed
        {
            get
            {
                return 33;
            }
        }
        public override float MlSpeed
        {
            get
            {
                return 3.00f;
            }
        }
        public override int OldStrengthReq
        {
            get
            {
                return 35;
            }
        }
        public override int OldMinDamage
        {
            get
            {
                return 9;
            }
        }
        public override int OldMaxDamage
        {
            get
            {
                return 27;
            }
        }
        public override int OldSpeed
        {
            get
            {
                return 40;
            }
        }
        public override int DefHitSound
        {
            get
            {
                return 0x233;
            }
        }
        public override int DefMissSound
        {
            get
            {
                return 0x239;
            }
        }
        public override int InitMinHits
        {
            get
            {
                return 31;
            }
        }
        public override int InitMaxHits
        {
            get
            {
                return 80;
            }
        }
        public override SkillName DefSkill
        {
            get
            {
                return SkillName.Macing;
            }
        }
        public override WeaponType DefType
        {
            get
            {
                return WeaponType.Bashing;
            }
        }
        public override WeaponAnimation DefAnimation
        {
            get
            {
                return WeaponAnimation.Bash1H;
            }
        }
        public override HarvestSystem HarvestSystem
        {
            get
            {
                return null;
            }
        }
        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);

            writer.Write((int)0); // version
        }

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

            int version = reader.ReadInt();
        }
    }
}

Any one can light my path to the solution, please? :D
 
Re: Not seeing the new item in the items tab - it's still there; UOFiddler just isn't happy going that high.

With that being said, I'm also having an issue seeing the new item on the paperdoll. If I replace the itemid in the script with the default hatchet id (0xF43), the script is happy and no problems, which worries me that the itemids are limited for weapons (as are backpack sizes).

I'm going to try working with it a little bit more; will let you know if I figure something out.
 
There are other text files you can't forget to check when adding any type of wearable gump: mobtypes, body, bodyconv, equipconv and gump can all positively or negatively affect your paperdoll gumps depending on the entry.
 
@m309 good point. See, I told you I have been out of this for too long...

I'll check to see if those have anything to do with it as I've tried three different scripts thus far. And they all work with the default hatchet, so it isn't the script.
 
I only modified bodyconv.def writing this at the end of the file
Code:
685 {618} 0
686 {625} 0
687 {575} 0
688 {612} 0
 
That's in mobtypes
Code:
685	EQUIPMENT		0 #	H_F_Dragon_Chest
686	EQUIPMENT		0 #	H_F_Dragon_Gauntlets
687	EQUIPMENT		0 #	H_F_Dragon_Helm
688	EQUIPMENT		0 #	H_F_Dragon_Legs

You think that is the problem?
 
I only modified bodyconv.def writing this at the end of the file
Code:
685 {618} 0
686 {625} 0
687 {575} 0
688 {612} 0

Wait, this doesn't make sense if you have this in bodyconv.def. Bodyconv.def has this format:

Code:
258	-1	60	-1	-1

Are you sure you don't mean body.def?

Also, you need to check all of the files I mentioned above for any reference to: 685, 686, 687 and 688.
 
He meant body.def.

But in mobtypes, he saw some numbers also being used:

That's in mobtypes
Code:
685	EQUIPMENT		0 #	H_F_Dragon_Chest
686	EQUIPMENT		0 #	H_F_Dragon_Gauntlets
687	EQUIPMENT		0 #	H_F_Dragon_Helm
688	EQUIPMENT		0 #	H_F_Dragon_Legs

They are listed as equipment, but they are already being used, so is it a problem?
 
No, that shouldn't matter at all. As long as you don't care if multiple items use the same gump/anim.
 
Sometimes I forget that I'm female....my avatar that is. lol.

Anyway, for some reason I kept getting these dragon legs popping up on my paperdoll when I was trying to equip the axe (using id 50688) (because it's a female paperdoll I figured out). So I changed her to Male and I got the proper axe showing up when I equiped it, BUT it crashes the Client.

So, upon further inspection, I notice that there is a conflict in EquipConv.def:
Code:
#  Fields:						
#  #bodyType	#equipmentID	#convertToID	#GumpIDToUse	#hue
#female human
401	681	688	60686	0	#	Dragon Gauntlets M to F
# female elf
606	681	688	60686	0	#	Dragon Gauntlets M to F

Going to try to use different IDs or comment those all out to see what happens.

Note: There are similar conflicts with the other numbers you used, specifically, 685, 686, 687.

So, hopefully; it's as simple as changing gumpids.

Update: Note: Commenting out all references to id 688 in bodyconv.def, mobtypes.txt, body.def, equipconv.def do not stop it from showing dragon legs on females.
 
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Since I have to release the new patch, you think that the client side is ok?
I use the "Weapon" and "Wearable" flags for the 4 items.
 
Which client are you using? I can test it on a similar client for you, but even when I change it to id 50402 (0xc4e2), for some reason, I'm still crashing with my client, which is based off of 7.0.23.1. I tried it on a fresh install of ServUO also.

But, yes, Weapon and Wearable need to be checked.
 
Alright, I got it working. You're right. It isn't liking the itemid being that high.

Solution: Change itemid to something that shows up in UOFiddler for you when you select "Show Free Slots". Use that itemid in your script.

I moved the item id to 3523 0x0DC3 and, in tiledata, set the anim to 403 (which coincides with gumpid 50403). The only other thing I changed in tiledata was to also set miscdata to 55 since the original hatchet was set to that. It now works, equips, and even cuts down trees.

My tiledata also has wearable, Article A, and weapon checked.
I have also entered 2 for quality, wieght 4, height 1, stackoff 6.
 
So, upon further inspection, I notice that there is a conflict in EquipConv.def:
Code:
#  Fields:
#  #bodyType #equipmentID #convertToID #GumpIDToUse #hue
#female human
401 681 688 60686 0 # Dragon Gauntlets M to F
# female elf
606 681 688 60686 0 # Dragon Gauntlets M to F

equipconv.def? GumpIDToUse? anything in there about backpacks?
 
@zerodowned I thought you might want backpacks revisited. hehe.

As a matter of fact, I did find something that might be useful to the backpacks conversation: it looks like there may be some backpack declarations in Intrface.def, but I didn't get a chance to look at it yet today.
 
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My client is right before UOPs - 7.0.23.0 (I think that's the number).

@m309 Also, if you are looking alphabetically, I kept missing it too because it isn't spelled correctly. I believe it's intrface.def - no "e".

I'll move this info back over to the other conversation tho so that it stays on topic.
 
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