Search found 396 matches

by Pierce
Mon Oct 12, 2009 5:09 am
Forum: Scripting Help
Topic: GrantPrivilege
Replies: 8
Views: 4937

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 == 1...
by Pierce
Sun Sep 20, 2009 1:30 am
Forum: General Help (098)
Topic: SetAttributeBaseValue - append attribute
Replies: 7
Views: 4722

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 19 % is ...
by Pierce
Sat Sep 19, 2009 4:08 am
Forum: General Help (098)
Topic: SetAttributeBaseValue - append attribute
Replies: 7
Views: 4722

Re: SetAttributeBaseValue - append attribute

There is one bracket to much ;)

Code: Select all

SetAttributeBaseValue(character, "strength", GetAttributeBaseValue(character, "strength") + 500); 
by Pierce
Sat Sep 12, 2009 5:18 am
Forum: Old distros
Topic: Stamina regen rate
Replies: 9
Views: 7821

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 and we get...
by Pierce
Fri Sep 11, 2009 6:55 am
Forum: Old distros
Topic: Stamina regen rate
Replies: 9
Views: 7821

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 th...
by Pierce
Sun Aug 30, 2009 4:39 am
Forum: Scripting Help
Topic: GetHarvestDifficulty
Replies: 6
Views: 4052

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 ...
by Pierce
Thu Jul 23, 2009 3:18 pm
Forum: General Discussion
Topic: New Custom Client Hits The Scene
Replies: 22
Views: 23691

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 th...
by Pierce
Fri Jul 17, 2009 2:22 pm
Forum: POL Tools
Topic: Cant log in new patch 6.0.14.2 Problem
Replies: 10
Views: 11368

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.
by Pierce
Wed Jul 15, 2009 3:32 pm
Forum: POL Tools
Topic: Cant log in new patch 6.0.14.2 Problem
Replies: 10
Views: 11368

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 p...
by Pierce
Fri Jul 10, 2009 1:32 pm
Forum: Contributed Scripts & Packages
Topic: NPC Creation
Replies: 22
Views: 18644

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 sp...
by Pierce
Mon Jun 15, 2009 1:20 pm
Forum: Scripting Help
Topic: How to spot shadow accounts?
Replies: 5
Views: 4034

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. Sometimes...
by Pierce
Sat Jun 13, 2009 12:04 pm
Forum: Scripting Help
Topic: How to add resources to non-static items.
Replies: 15
Views: 9345

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 ;)
by Pierce
Sat Jun 13, 2009 3:00 am
Forum: Scripting Help
Topic: Allow /Disallow new character
Replies: 17
Views: 10335

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 o...
by Pierce
Wed Jun 03, 2009 4:31 am
Forum: Scripting Help
Topic: How to add skill and status caps?
Replies: 1
Views: 2198

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 cla...
by Pierce
Sat May 30, 2009 3:20 am
Forum: Scripting Help
Topic: How to add resources to non-static items.
Replies: 15
Views: 9345

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're...
by Pierce
Wed May 27, 2009 5:56 am
Forum: Scripting Help
Topic: How to use items from Inside UO?
Replies: 4
Views: 3470

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 :D
by Pierce
Wed May 27, 2009 5:20 am
Forum: Scripting Help
Topic: How to add resources to non-static items.
Replies: 15
Views: 9345

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 targ...
by Pierce
Mon May 25, 2009 2:53 pm
Forum: Scripting Help
Topic: How to add resources to non-static items.
Replies: 15
Views: 9345

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. ...
by Pierce
Fri May 15, 2009 2:21 pm
Forum: General Discussion
Topic: I need a bit of info
Replies: 5
Views: 3959

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 ...
by Pierce
Fri May 15, 2009 1:25 pm
Forum: Scripting Help
Topic: UO Stats Bar
Replies: 13
Views: 8507

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 doe...
by Pierce
Fri May 15, 2009 11:48 am
Forum: Scripting Help
Topic: UO Stats Bar
Replies: 13
Views: 8507

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 l...
by Pierce
Fri May 15, 2009 3:44 am
Forum: Scripting Help
Topic: UO Stats Bar
Replies: 13
Views: 8507

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...
by Pierce
Thu May 14, 2009 3:33 am
Forum: Scripting Help
Topic: UO Stats Bar
Replies: 13
Views: 8507

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...
by Pierce
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: 13368

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 :D
by Pierce
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: 13368

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 pr...