Shazzy

Member
Code:
private static MutateEntry[] m_MutateTable = new MutateEntry[]
       {
       new MutateEntry( 80.0,  80.0,  1865.0,  true, typeof( SpecialFishingNet ) ),
       new MutateEntry( 90.0,  80.0,  1875.0,  true, typeof( TreasureMap ) ),
       new MutateEntry( 100.0,  80.0,  750.0,  true, typeof( MessageInABottle ) ),       
         new MutateEntry(  100.0, 80.0,  4080.0,  true, typeof( PearlDiversBag ) ),
         new MutateEntry(  100.0, 80.0,  4080.0,  true, typeof( CrackedLavaRock ) ),
         new MutateEntry(  0.0,  125.0, -125.0,  false, typeof( LilyPads ) ),
         // woodcrafting driftwood
         new MutateEntry(  0.0, 125.0,  -125.0, false, typeof( DriftWood ) ),
         new MutateEntry( 80.0,  80.0,  4080.0,  true, typeof( BigFish ) ),
         new MutateEntry(  0.0, 125.0, -2375.0, false, typeof( PrizedFish ), typeof( WondrousFish ), typeof( TrulyRareFish ), typeof( PeculiarFish ) ),
         new MutateEntry(  0.0, 105.0,  -420.0, false, typeof( Boots ), typeof( Shoes ), typeof( Sandals ), typeof( ThighBoots ) ),
  new MutateEntry( 80.0,  80.0, 2500.0, false, typeof( MudPuppy ), typeof( RedHerring) ),
         new MutateEntry(  0.0, 200.0,  -200.0, false, new Type[1]{ null } )
  };
This is my merged Mutate with the HS additions(latest SVN 1505)
For some reason, prior to adding the new fishing script additions, I was getting Driftwood fished up, sometimes a little too often and at the same rate as the LilyPads (which you can see above are set the same)
Now I get Lily Pads and not one driftwood, and I have fished a TON!
None of my other players have fished up driftwood either.
I am at a loss.....nothing on that part was changed to keep them from appearing.
I tried changing the 125.0 to 120.0 but that made no difference - and I use to fish them up all the time in shallow water.

It is also in the appropriate spot here, which I Have not changed:
Code:
public override void SendSuccessTo(Mobile from, Item item, HarvestResource resource)
  {
  if (item is BigFish)
  {
  from.SendLocalizedMessage(1042635); // Your fishing pole bends as you pull a big fish from the depths!

  ((BigFish)item).Fisher = from;
  }
  #region Stygian Abyss
  else if (item is RedHerring)
  from.SendLocalizedMessage(1095047, null, 0x23); // You take the Red Herring and put it into your pack.  The only thing more surprising than the fact that there is a fish called the Red Herring is the fact that you fished for it!
  else if (item is MudPuppy)
  from.SendLocalizedMessage(1095064, null, 0x23); // You take the Mud Puppy and put it into your pack.  Not surprisingly, it is very muddy.
  #endregion
  else if (item is PiratesTreasureChest || item is MetalGoldenChest)
  from.SendLocalizedMessage(503175); // You pull up a heavy chest from the depths of the ocean!
   
       
       else if ( item is LilyPads )
  {
  from.SendMessage( "Your line snags on a lily pad!" );

  }
       else if ( item is PearlDiversBag )
  {
  from.SendMessage( "Your line snags on an oyster bed!" );

  }
       else if ( item is CrackedLavaRock )
  {
  from.SendMessage( "Your line snags in a lava rift on the ocean floor!" );

  }
       // driftwood label
       else if ( item is DriftWood )
       {
         from.SendMessage( "Your line snags on a piece of driftwood!" );
           
       }

What am I NOT seeing :(

Thanks!
Shazzy
 
It is DriftWood.
Code:
using System;
using Server.Network;
using Server.Targeting;

namespace Server.Items
{

public class DriftWood : Item
{

[Constructable]
public DriftWood() : this( 1 )
{
}


[Constructable]
public DriftWood(int amount) : base( 0x318F )
{
Name = "Driftwood";
Hue = 991;
Stackable = true;
Weight = 2.0;
Amount = amount;
}

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



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();
if( ItemID == 0xF6B)
ItemID = 0x318F;
if( Hue == 1145)
Hue = 991;
}
}
}
Unless something changed that needs to be added to the top of the script now with fishing?

I don't have:
using Server.Items;

Do I need that all the sudden?
 

Active Shards

Donations

Total amount
$0.00
Goal
$500.00
Back