Search found 396 matches
- Mon Oct 12, 2009 5:09 am
- Forum: Scripting Help
- Topic: GrantPrivilege
- Replies: 8
- Views: 5710
Re: GrantPrivilege
for (i := 1; i <= 180; i := i+1)
if (i == 180)
RevokePrivilege(who, "invul" );
who.disable("invul");
endif
endfor
The problem is there is no sleep in that loop, so the counting is so fast that you didn't get the priviledge :D
for (i := 1; i <= 180; i := i+1)
sleep(1);
if (i == 180 ...
- Sun Sep 20, 2009 1:30 am
- Forum: General Help (098)
- Topic: SetAttributeBaseValue - append attribute
- Replies: 7
- Views: 5562
Re: SetAttributeBaseValue - append attribute
That'll teach me to script while under the influence.
Under influence of what? :D :D :D
Thanks a ton! I honestly think I should have noticed that
Just from my own experience: If the ecompiler gives you a cryptic error, its 80 % of the time a bracket. One missing or one too much :D
The last ...
Under influence of what? :D :D :D
Thanks a ton! I honestly think I should have noticed that
Just from my own experience: If the ecompiler gives you a cryptic error, its 80 % of the time a bracket. One missing or one too much :D
The last ...
- Sat Sep 19, 2009 4:08 am
- Forum: General Help (098)
- Topic: SetAttributeBaseValue - append attribute
- Replies: 7
- Views: 5562
Re: SetAttributeBaseValue - append attribute
There is one bracket to much

Code: Select all
SetAttributeBaseValue(character, "strength", GetAttributeBaseValue(character, "strength") + 500);
- Sat Sep 12, 2009 5:18 am
- Forum: Old distros
- Topic: Stamina regen rate
- Replies: 9
- Views: 16913
Re: Stamina regen rate
// For every 1 points focus, +0.01 stamina per second
var stam_regen := focus / 100.0;
// For every 2 points focus, +0.01 mana per second
var mana_regen := focus / 200.0;
// We're not changing the base regen rate, only applying a MOD
// So subtract the configured base regen rate for mana ...
- Fri Sep 11, 2009 6:55 am
- Forum: Old distros
- Topic: Stamina regen rate
- Replies: 9
- Views: 16913
Re: Stamina regen rate
That's depending on your script base. You should take a look into vitals.cfg which normally contains the RegenRateFunction link to the exported function which handles the regeneration.
There you could take a look how your script base handles the regeneration.
Or take a look how meditation handles ...
There you could take a look how your script base handles the regeneration.
Or take a look how meditation handles ...
- Sun Aug 30, 2009 4:39 am
- Forum: Scripting Help
- Topic: GetHarvestDifficulty
- Replies: 6
- Views: 4921
Re: GetHarvestDifficulty
I tested that a long time ago and if i remember it right, the
difficulty is simply calculated from the currently existing amount
of the ressource against the initial amount of the ressource.
So the difficulty increases when the amount of the ressource
decreases.
E.g. there is an initial 10 iron ore ...
difficulty is simply calculated from the currently existing amount
of the ressource against the initial amount of the ressource.
So the difficulty increases when the amount of the ressource
decreases.
E.g. there is an initial 10 iron ore ...
- Thu Jul 23, 2009 3:18 pm
- Forum: General Discussion
- Topic: New Custom Client Hits The Scene
- Replies: 22
- Views: 28216
Re: New Custom Client Hits The Scene
The problem with custom clients is always: Will users exept this new client.
I didn't test it, because i wasted my time on Iris before over the years.
The client must be started without any other installations. If not users
will use the original. They don't want to install whatever to play UO, if ...
I didn't test it, because i wasted my time on Iris before over the years.
The client must be started without any other installations. If not users
will use the original. They don't want to install whatever to play UO, if ...
- Fri Jul 17, 2009 2:22 pm
- Forum: POL Tools
- Topic: Cant log in new patch 6.0.14.2 Problem
- Replies: 10
- Views: 20448
Re: Cant log in new patch 6.0.14.2 Problem
Did you test this with older clients Tomi?
Perhaps they don't like the 5 bytes being sent because they expect 3 bytes.
And users with older client get in trouble. I currently have no time to test it myself.
Perhaps there should be a clientversion check in this hook. I don't know.
Perhaps they don't like the 5 bytes being sent because they expect 3 bytes.
And users with older client get in trouble. I currently have no time to test it myself.
Perhaps there should be a clientversion check in this hook. I don't know.
- Wed Jul 15, 2009 3:32 pm
- Forum: POL Tools
- Topic: Cant log in new patch 6.0.14.2 Problem
- Replies: 10
- Views: 20448
Re: Cant log in new patch 6.0.14.2 Problem
Oh ok since i got the other server core exe i'll wait till yous here come out with uoch fix.
I don't think there is a UOCH fix. I think UOCH and also UO Rice will remove the encription of the 6.0.14.2 client as normal. As MuadDib stated it's a change of handling the packets in this case a special ...
I don't think there is a UOCH fix. I think UOCH and also UO Rice will remove the encription of the 6.0.14.2 client as normal. As MuadDib stated it's a change of handling the packets in this case a special ...
- Fri Jul 10, 2009 1:32 pm
- Forum: Contributed Scripts & Packages
- Topic: NPC Creation
- Replies: 22
- Views: 30494
Re: NPC Creation
Pol says that it can't find the yesNo.inc include file.
There could be several reasons depending on your used system (linux or windows).
The first reason maybe that there is no yesNo.inc file in the directory
c:\POL\Distro\pkg\commands\gm\include/
Another reason if you use e.g. linux could be the ...
There could be several reasons depending on your used system (linux or windows).
The first reason maybe that there is no yesNo.inc file in the directory
c:\POL\Distro\pkg\commands\gm\include/
Another reason if you use e.g. linux could be the ...
- Mon Jun 15, 2009 1:20 pm
- Forum: Scripting Help
- Topic: How to spot shadow accounts?
- Replies: 5
- Views: 4949
Re: How to spot shadow accounts?
There is no easy way :D
You could log the ip address on logon of all of your players using e.g. the file.em
functions. That can give you a hint of shadow accounts. But you can never be sure cause of the dynamic ip.
But sooner or later it is more than obvious if somebody uses more accounts ...
You could log the ip address on logon of all of your players using e.g. the file.em
functions. That can give you a hint of shadow accounts. But you can never be sure cause of the dynamic ip.
But sooner or later it is more than obvious if somebody uses more accounts ...
- Sat Jun 13, 2009 12:04 pm
- Forum: Scripting Help
- Topic: How to add resources to non-static items.
- Replies: 15
- Views: 16681
Re: How to add resources to non-static items.
You'll have to set the tiledata weight of 0xd9d to 255 or higher and
of course do a uoconvert tiles with the new tiledata.mul afterwards
of course do a uoconvert tiles with the new tiledata.mul afterwards

- Sat Jun 13, 2009 3:00 am
- Forum: Scripting Help
- Topic: Allow /Disallow new character
- Replies: 17
- Views: 12484
Re: Allow /Disallow new character
There are several ways to do this.
The first thing imho is to set the servspec option StartingGold to zero or
a low value like 1 or 10. The real start value could be given later in the
OnCreate script.
I personally would set a account cprop to make sure that every slot is
getting the starting gold ...
The first thing imho is to set the servspec option StartingGold to zero or
a low value like 1 or 10. The real start value could be given later in the
OnCreate script.
I personally would set a account cprop to make sure that every slot is
getting the starting gold ...
- Wed Jun 03, 2009 4:31 am
- Forum: Scripting Help
- Topic: How to add skill and status caps?
- Replies: 1
- Views: 2467
Re: How to add skill and status caps?
If you want a real good and flexible stat/skill system you should use Pol 98.
The conversion from 96 to 98 is quite easy compared to 95->96.
The new attributes.em commands and some char.members allow you to do
everything you want. Each character can have it's own values, depending
on perhaps his ...
The conversion from 96 to 98 is quite easy compared to 95->96.
The new attributes.em commands and some char.members allow you to do
everything you want. Each character can have it's own values, depending
on perhaps his ...
- Sat May 30, 2009 3:20 am
- Forum: Scripting Help
- Topic: How to add resources to non-static items.
- Replies: 15
- Views: 16681
Re: How to add resources to non-static items.
It's really hard to say without actually seeing the script ;)
The peach tree problem is caused by the 2 leaves pictures. They have a different
hight. The one with peaches has a hight of 180 pixel, the one without has 181 pixel.
I don't know why setting a smaller tiledata hight don't help, but you ...
The peach tree problem is caused by the 2 leaves pictures. They have a different
hight. The one with peaches has a hight of 180 pixel, the one without has 181 pixel.
I don't know why setting a smaller tiledata hight don't help, but you ...
- Wed May 27, 2009 5:56 am
- Forum: Scripting Help
- Topic: How to use items from Inside UO?
- Replies: 4
- Views: 3870
Re: How to use items from Inside UO?
You can equip them, but you don't see them cause there exist no animations for these
items like daemon sword, ogre club ... in 2D. You can see them if you use the old 3D client.
But who wants that
items like daemon sword, ogre club ... in 2D. You can see them if you use the old 3D client.
But who wants that

- Wed May 27, 2009 5:20 am
- Forum: Scripting Help
- Topic: How to add resources to non-static items.
- Replies: 15
- Views: 16681
Re: How to add resources to non-static items.
I took a look at our peach tree and it shows the same behaviour ;)
If you set the tiledata height of one of these two graphics to 1 it should
fix the problem.
I think your first problem may be caused by TargetCoordinates(who).
For statics it gives another result as it does for normal items.
var ...
If you set the tiledata height of one of these two graphics to 1 it should
fix the problem.
I think your first problem may be caused by TargetCoordinates(who).
For statics it gives another result as it does for normal items.
var ...
- Mon May 25, 2009 2:53 pm
- Forum: Scripting Help
- Topic: How to add resources to non-static items.
- Replies: 15
- Views: 16681
Re: How to add resources to non-static items.
To reply to the first question. If you put something to the wood.cfg file you'll find wood on every coordinate you set as rectangle there. Some bugusers may use this to chop wood even if there is no static or whatever tree there (using e.g. easyuo). You'll have to avoid this in your lumber scripts ...
- Fri May 15, 2009 2:21 pm
- Forum: General Discussion
- Topic: I need a bit of info
- Replies: 5
- Views: 6718
Re: I need a bit of info
If you have no custom map or multis you can just login with KR on Pol 98.
If you have custom multis the client gets disconnected on sight of a
custom multi. If you have a custom map you can connect, but you may
stand on a position of the original britannia KR map. Maybe you can
walk. But if the map ...
If you have custom multis the client gets disconnected on sight of a
custom multi. If you have a custom map you can connect, but you may
stand on a position of the original britannia KR map. Maybe you can
walk. But if the map ...
- Fri May 15, 2009 1:25 pm
- Forum: Scripting Help
- Topic: UO Stats Bar
- Replies: 13
- Views: 9923
Re: UO Stats Bar
I barely understand the theory.. The things I do not understand correctly is how you separate each bytes ( you did define byte 1: 0x11 .. how? ) the packet info only tells what each byte does.
You don't need to define the command/identifier byte in this case 0x11 for the status info packet. Pol ...
You don't need to define the command/identifier byte in this case 0x11 for the status info packet. Pol ...
- Fri May 15, 2009 11:48 am
- Forum: Scripting Help
- Topic: UO Stats Bar
- Replies: 13
- Views: 9923
Re: UO Stats Bar
I'll try to explain: :D
Therefor the status info packet 0x11 is send by the server only, you have
to modify/intercept what the server has calculated which is done by
the packethook i've posted above.
The packet is back engineered so you know which byte/s means what as you can
see inside the packet ...
Therefor the status info packet 0x11 is send by the server only, you have
to modify/intercept what the server has calculated which is done by
the packethook i've posted above.
The packet is back engineered so you know which byte/s means what as you can
see inside the packet ...
- Fri May 15, 2009 3:44 am
- Forum: Scripting Help
- Topic: UO Stats Bar
- Replies: 13
- Views: 9923
Re: UO Stats Bar
Razor with or without "use PreAOS Status" activated did always show the new status bar. ( seems like this only worked at the time there was the big GRAY status bar, not the latest compact one )
I normally didn't use razor but for me that option worked exept the newest client. Perhaps this needs a ...
I normally didn't use razor but for me that option worked exept the newest client. Perhaps this needs a ...
- Thu May 14, 2009 3:33 am
- Forum: Scripting Help
- Topic: UO Stats Bar
- Replies: 13
- Views: 9923
Re: UO Stats Bar
I think the last part is not exactly true.
E.g. Razor has an option called "Use Pre-AOS Status Window" which forces the client to
use the old status bar. So there might be a way to tell the client to use gump 0x802 instead of 0x2a6c. Maybe you can find out where it is by using e.g. WinHex2 and ...
E.g. Razor has an option called "Use Pre-AOS Status Window" which forces the client to
use the old status bar. So there might be a way to tell the client to use gump 0x802 instead of 0x2a6c. Maybe you can find out where it is by using e.g. WinHex2 and ...
- Wed May 13, 2009 3:02 pm
- Forum: General Help (097)
- Topic: Two problems whit scripts, after porting from 095 to 097
- Replies: 19
- Views: 24766
Re: Two problems whit scripts, after porting from 095 to 097
Or did you perhaps have an old packethook installed which handles the important packets different than the core itself does. One forgotten old test packethook can make life a lot harder 

- Wed May 13, 2009 3:13 am
- Forum: General Help (097)
- Topic: Two problems whit scripts, after porting from 095 to 097
- Replies: 19
- Views: 24766
Re: Two problems whit scripts, after porting from 095 to 097
Bushido, Ninjitsu and Spellweaving also appear with 0x1A0 ;)
I'm using 0x1A0 and the spellbook works just fine. The difference should only
be the enabling of the npc popup/context menues.
I was wondering why you don't have a CanInsertScript for the spellbook.
I don't believe that this causes your ...
I'm using 0x1A0 and the spellbook works just fine. The difference should only
be the enabling of the npc popup/context menues.
I was wondering why you don't have a CanInsertScript for the spellbook.
I don't believe that this causes your ...