UODevPro

Gizmo

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May 14, 2014
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Fort Wayne, Indiana
I have been in communication with a few people in another thread on the topic of my old program I wrote a long time ago called UoScripter. I think it was over 10 years ago I worked on that script and have since lost the source code to make it compatible with the new version of the UO Emulator. So I have recently been working on another version of it and have decided to call it UODevPro. The overall goal of the project is to allow people who are unfamiliar with C# and coding to be able to make good custom content. Like UOScripter it will provide you the ability to make items such as weapons,armor and jewelry. It will also allow you to create ML based quests. Like slay, obtain, escort and deliver quests. I enjoyed making this program years ago and have found this version to be more clean and easier to use. Here is where I stand in development on the project. Most everything is done with a little work to do before I let people get there hands on it.

Version 0.11 Notes

*Fixed an issue where serialization in the mobile designer.

Version 0.1 Notes
Creating Quests

  • The ability to create a basic quest entry text such as the Quest Title, Description Text, Refuse Text, Uncompleted Text and Completed Text. (done)
  • The ability to create quest objectives such as Slay Task, Obtain Task, Escort Task and Deliver Tasks. (done)
  • The ability to add a minimum and maximum amount of gold. (done)
  • The ability to add any amount of random magic items with a min/max intensity value. (done)
  • The ability to add special items with a 1 in (x) chance to drop. You will be able to add item arguments such as a Cloak(1150) at a 1 in 25 chance. (done)
  • The ability to allow players to do the quest more then once or make it a one time quest.(done)
  • The ability to allow players to only complete 1 objective on the quest objective list.(done)
  • The ability to add a time delay before the player can pick the quest up again. (done)
  • The ability to add a skill requirement such as a player needs blacksmithing > 50.0 and mining >50. You can choose any skill and check if its <, <=, =. =>, > and add multiple skills for any situation you need. (done)
  • The ability to convert your quest into a functional c# script file to be added into your uoserver files. (done)
  • The ability to backup your work and have your quest saved as a xml file to reload later if you want to change anything.(done)
Creating Monsters
(this basically clones a monster in the game and gives you the ability to change values of it.)
  • The ability to pick a monster type and rename it for the use of quests or general game play.(done)
  • The ability to pick the monsters, hue, fame, karma, str, dex, int, stam, mana,hits for easy customization.(done)
  • The ability to pick the skill values which are most compatible with the current in game AI.You will be able to set a min/max value for these. (done)
  • The ability to set the resistance values for the monsters. You will be able to set a min/max value for these. (done)
  • The ability to override the loot packs of the monster. You will be able to select from the current loot pack types. (done)
  • The ability to add special items with a 1 in (x) chance to drop. You will be able to add item arguments such as a PowerScroll(SkillName.Magery,20) at a 1 in 67chance. (done)
  • The ability to backup your work and have your quest saved as a xml file to reload later if you want to change anything.(done)
  • The ability to convert your quest into a functional c# script file to be added into your uoserver files. (done)
  • The ability to create custom monsters without cloning everything from a parent object. (not complete)
Creating Generic Quest Givers
  • The ability to select the quest givers gender and race. (done)
  • The ability to add a single quest for the npc to give you. (done)
  • The ability to add multiple quests for the npc to give you.(not complete)
  • The ability to backup your work and have your quest saved as a xml file to reload later if you want to change anything.(done)
  • The ability to convert your quest into a functional c# script file to be added into your uoserver files. (done)
With all that listed, this is just for the custom quest making system. I will be adding in custom item creation as well. Also would you like me to create tutorial videos on this project to help walk you through the system? Please let me know in the comments below.

UODevPro version 0.1

Attached is the zip file which contains the application. All files you save/script will be saved into the folder you unzip this into. You can change the save/script directory with the yellow folder button on the bottom of each of the 3 dialog sections. For now you can create quests, monsters, and simple quest npcs.
 

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Tukaram

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Jan 4, 2015
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I can't wait to try this out. I love the older version, the update sounds great.

If it is as user friendly as the prior version I am not sure if you really need videos... but they could be a help. It only took a few tries with the previous version to go from 'hey, kind of cool' to 'wow, this is awesome'. :)
 

Gizmo

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May 14, 2014
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Fort Wayne, Indiana
Going to work on the quest save system tonight. Then do some rigorous testing on the script generated code in a live environment. See if I cant find any bugs.
 

Xenophen

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Sounds great man. Thanks for keeping us updated. I'm on my toes, thinking about all the quests I'm going to make.
 

Gizmo

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Attached the executable for your testing. Warning there may still be bugs. Please post any of the errors you receive so that I may fix them. Thanks.
 

Tukaram

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I just downloaded it - will try it out tonight!

...any idea why my anti virus won't let me run it? It won't tell me why... it just moves it into a 'safe area'. I will try and get around it :)
...I really miss my ESET Nod... Avast is free but weird.

~Edit~
Turned off Avast for 1 hour... So far so good. Looks nice.
Made a simple, and I mean simple, quest. Kill a balron named Fred, get the BreadDough from him, get a check, random item, and a WelcomeNecklace. (already had some items in quest folder to use.)

First couple questions -

How do you, or can you, remove an item once added? I messed up entering the info and could not remove it, but I was able to edit the field. So it worked after some trial and error :)

Also I am unsure of the 1inX chance. I assume 1 in 1 would be 100%? It defaults to 1 in 50... would be rare'ish, like kill 50 of them for 1 item?

Will there be a way to set a folder to save the files? I put the exe in a folder but all files save to the desktop. (~Edit~ ok I am an idiot. I saw it ha ha)

Oh...and the 'File' button does nothing yet. You probably know that.

Not sure why UODevPro was added tot he name of the quest. Not a problem, just seemed odd since it did not add it to the other files.

~Another Edit - sorry but they do not like double posting~

Problem. Quest loaded fine, ran through it a few times. Saved. Went to restart server...just because? And I got an error. Here is the error, and a copy of the quest. Looks like I will have to load a backup copy of the server....
Code:
--------------------------------------------------------------------------------



ServUO - [http://www.servuo.com] Version 0.5, Build 5904.37103

Publish 54

Core: Optimizing for 8 64-bit processors

RandomImpl: CSPRandom (Software)

Core: Loading config...

Scripts: Compiling C# scripts...done (cached)

Scripts: Skipping VB.NET Scripts...done (use -vb to enable)

Scripts: Verifying...

Warning: Server.Mobiles.Ralph

  - No serialization constructor



Finished (6691 items, 1257 mobiles, 5 customs) (1.41 seconds)

Regions: Loading...done

World: Loading...

Error:

System.Exception: Type 'Server.Mobiles.Ralph' does not have a serialization cons

tructor

  at Server.World.ReadTypes(BinaryReader tdbReader) in c:\Users\Tuka\Desktop\UO

Game Files\ServUO-EC Test Fork\Server\World.cs:line 296

  at Server.World.Load() in c:\Users\Tuka\Desktop\UO Game Files\ServUO-EC Test

Fork\Server\World.cs:line 368

  at Server.Core.Main(String[] args) in c:\Users\Tuka\Desktop\UO Game Files\Ser

vUO-EC Test Fork\Server\Main.cs:line 545

This exception is fatal, press return to exit
 

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Gizmo

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May 14, 2014
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Okay I found the issue for the serialize problem you had. The mobile designer wasn't adding

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

so if you make more monsters just need to add

public <monstername>(Serial serial) :base(serial)
{
}

to fix the issue. I have it fixed and will upload a new version of the exe later on.
*edit
Fix Uploaded
 
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Xenophen

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Will I be able to create items with this as well?
[doublepost=1466038144][/doublepost]Oh I see I sort of can as long as it's attached to a mob or quest reward..Any plans for an item creator plugin just like quest/mob/quest npc? It would be awesome so we could add new items to the database for spawns
[doublepost=1466038352][/doublepost]
Will I be able to create items with this as well?
[doublepost=1466038144][/doublepost]Oh I see I sort of can as long as it's attached to a mob or quest reward..Any plans for an item creator plugin just like quest/mob/quest npc? It would be awesome so we could add new items to the database for spawns
Also, how does adding an item work? Do I need an item ID? How would you feel about adding a drop-down box with items?
 

Tukaram

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The problem with drop down boxes is there are so may unique items, especially quest items, that you will have to manually enter most items anyway. I added an item by just putting the name in "Item Type" like 'BurglarsBandana', to use an existing item, I used 'WelcomeNecklace' - a custom item I made. It worked fine.

His original version did have an item creator so I would hope the new one does as well. :)
 

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Gizmo

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May 14, 2014
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Fort Wayne, Indiana
Will I be able to create items with this as well?
[doublepost=1466038144][/doublepost]Oh I see I sort of can as long as it's attached to a mob or quest reward..Any plans for an item creator plugin just like quest/mob/quest npc? It would be awesome so we could add new items to the database for spawns
[doublepost=1466038352][/doublepost]

Also, how does adding an item work? Do I need an item ID? How would you feel about adding a drop-down box with items?
I will be adding a item creator as well for weapons armor jewelry and what not. I have to go out of town this weekend so I wont really have much time to work on it till next week.
 

Xenophen

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That's awesome. This program is genius btw..I can name it whatever I want to spawn in game..Love it!! Thank you for what you do.
[doublepost=1466073809][/doublepost]See..I want to create a rather large item database that pertain to the mob/boss, Like I made a zombie called Zomborg who can drop "Zomborg's rags" and it adds some decent stats, like 20 hp, 2 hp regen, 1 stam regen, night sight
 

Xenophen

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Gizmo, as far as tutorials go, I think a tutorial of where to place scripted files created would be a good one.
 

Gizmo

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Just checking in while im out of town. I see there are not to many issues. Next week ill get to work on item making forms. Working on an idea to make a project manager of sorts. To keep track of all quest related items. Just a thought.
 

Gizmo

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May 14, 2014
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Fort Wayne, Indiana
Example Interface for ServUO Development

ai.imgur.com_c3i9aBg.png

My idea would be that your entire quest be it just monsters, quests, items or all of them together. This would allow you to bundle everything into a neat little project so you can export your work directly to script files. I may even add in a option to change your directory to your live UO directory in the scripts/UODevPro/Projects folder. That way all your work is saved via xml along side your C# script files. This way you have a project explorer on the right to easily find what your looking for. When you double click the npc/quest or whatever it will open up the information in a the main project tab to edit. I think this approach will be better. Will take me a little bit to convert what I have over to the newer setup. What do you think?