Search found 2469 matches

by Yukiko
Tue Nov 20, 2018 9:24 am
Forum: Development Discussion
Topic: Item decay control script?
Replies: 4
Views: 45

Re: Item decay control script?

I am happy to help. It would be nice if decay was performed by the scripts. The problem is that searching the entire map of each facet using eScript programmes (scripts) is slower than the Core doing it. With the sys hook that ThisIsMe mentioned you have a little more control over the decay system. ...
by Yukiko
Mon Nov 19, 2018 1:11 pm
Forum: Development Discussion
Topic: Item decay control script?
Replies: 4
Views: 45

Re: Item decay control script?

Item decay is handled by the Core. It is more efficient than having eScript programmes scan through all of the facets (realms) for items. But you have some control over it with settings in /config/servespecopt.cfg and in programmes (scripts) by setting the DecayTime and DecaysOnMultis members on an ...
by Yukiko
Mon Nov 19, 2018 12:36 pm
Forum: Bug Reports & Feature Requests
Topic: Another new UO module function - ListObjectsInBoxByPolClass
Replies: 3
Views: 54

Re: Another new UO module function - ListObjectsInBoxByPolClass

:)
Thank you Harley but I just think these things up. It's the Core developers who implement them that deserve respect,
by Yukiko
Sat Nov 17, 2018 10:13 pm
Forum: Bug Reports & Feature Requests
Topic: Another new UO module function - ListObjectsInBoxByPolClass
Replies: 3
Views: 54

Another new UO module function - ListObjectsInBoxByPolClass

I think this could be a useful function as well:

Code: Select all

ListObjectsInBoxByPolClass( x1, y1, z1,  x2 ,y2, z2, class, realm := _DEFAULT_REALM )
The function is pretty self explanatory I think.
by Yukiko
Sat Nov 17, 2018 10:08 pm
Forum: Bug Reports & Feature Requests
Topic: A new UO module function ListItemsInBoxByObjType
Replies: 2
Views: 48

A new UO module function ListItemsInBoxByObjType

This came to me as I was helping someone to create a programme (script) to search the map for a particular item. It seems to me, when searching a large area, that being able to specify the exact ObjType when searching would reduce the amount of memory used by the created array. So here is my propose...
by Yukiko
Fri Nov 16, 2018 10:01 am
Forum: Scripting Help
Topic: Custom houses
Replies: 1
Views: 72

Re: Custom houses

I have that thread bookmarked because at some point I want to try to implement Custom Houses. I did not comprehend everything Terciob listed in that post. He did not supply a complete set of scripts. Hopefully someone has created a Custom Housing system and will share it with the POL community.
by Yukiko
Fri Nov 02, 2018 8:17 am
Forum: Bug Reports & Feature Requests
Topic: UltimaLive v.0.97
Replies: 5
Views: 956

Re: UltimaLive v.0.97

Yeah. We, my son and I, are aware of Ultima Live. That is what my son is looking at for the necessary packet info for being able to do some of the things such as changing trees to stumps etc. ServUO and RunUO are a great source of information. I am not sure why the POL Core developers do not use it ...
by Yukiko
Tue Oct 23, 2018 11:38 pm
Forum: Current development (100)
Topic: New Core build for 2018-10-24.
Replies: 0
Views: 376

New Core build for 2018-10-24.

There is a new build of the Core ready for download . This build contains an important bug fix to the ReadMillisecondClock() function. From the core-changes.txt: -- POL100 -- 10-22-2018 Turley: Fixed: Undefined behaviour after ~20 days due to overflow in time measurment. This fixes both internal tim...
by Yukiko
Mon Oct 22, 2018 8:42 am
Forum: Scripting Help
Topic: Spawnpoint - spawn creature on server starts
Replies: 3
Views: 322

Re: Spawnpoint - spawn creature on server starts

You are welcome. I am glad I could help.
by Yukiko
Sun Oct 21, 2018 8:28 pm
Forum: Scripting Help
Topic: Spawnpoint - spawn creature on server starts
Replies: 3
Views: 322

Re: Spawnpoint - spawn creature on server starts

It looks as if the delay in spawning is the CProps MinDelay and MaxDelay for each spawnpoint. I would check those values. At first I thought the delay might be in the spawnPointControl script at startup. I suspected that script might pick a random delay to start spawning the NPCs so as to avoid exce...
by Yukiko
Wed Oct 17, 2018 7:57 am
Forum: Scripting Help
Topic: Run without extra packages
Replies: 1
Views: 291

Re: Run without extra packages

Yes. Here is the link to the "basic" set of scripts that allow you to log in and walk around.

https://downloads.polserver.com/browser ... cSetup.zip
by Yukiko
Sun Oct 14, 2018 2:26 pm
Forum: Current development (100)
Topic: New Core build for 2018-10-14
Replies: 0
Views: 630

New Core build for 2018-10-14

We have a new Core build up for download here . Thank yous all around to Turley for giving us user definable method scripts for some POL Class Objects. :) From the core-changes.txt file you can see the list of objects affected: -- POL100 -- 10-13-2018 Turley: Added: syshook.cfg SystemMethod for defi...
by Yukiko
Sat Oct 13, 2018 9:23 am
Forum: Bug Reports & Feature Requests
Topic: [pol100] how to hide equipped items on dead corpes
Replies: 21
Views: 1561

Re: [pol100] how to hide equipped items on dead corpes

Core Essence, I do not know if items that are newbied are ever placed on a NPC . I guess they might be and if they are they should work like newbie items do on a player and not show in the corpse gump. Dev, the great thing about my option 2 is that if the Core were to handle that there is no additio...
by Yukiko
Fri Oct 12, 2018 7:10 pm
Forum: Bug Reports & Feature Requests
Topic: [pol100] how to hide equipped items on dead corpes
Replies: 21
Views: 1561

Re: [pol100] how to hide equipped items on dead corpes

The problem is that when you rummage around in a corpse and move the clothes, from the server perspective, you are "removing" the item whilst it is on your finger but if you drop it back in the corpse it should re-equip it on the corpse. Off the top of my head I can see two possible solutions. . 1. ...
by Yukiko
Fri Oct 12, 2018 9:02 am
Forum: Bug Reports & Feature Requests
Topic: [pol100] how to hide equipped items on dead corpes
Replies: 21
Views: 1561

Re: [pol100] how to hide equipped items on dead corpes

POL devs did not break it. They fixed it. Originally, according to Nando, corpses did not show any items on the corpse that were equipped on the NPC before it died.
by Yukiko
Thu Oct 11, 2018 11:11 pm
Forum: Bug Reports & Feature Requests
Topic: [pol100] how to hide equipped items on dead corpes
Replies: 21
Views: 1561

Re: [pol100] how to hide equipped items on dead corpes

I was informed by Nando that is not a bug . He added this to the Core because he thought it was strange when a character died that it's corpse was displayed naked. It was added during POL the 098 development cycle after POL098.2 but before POL 099 development was started. From the core-changes.txt: ...
by Yukiko
Tue Oct 09, 2018 11:53 pm
Forum: Bug Reports & Feature Requests
Topic: Issues with uoclient.cfg and possibly POL's handling of IP addresses/ports.
Replies: 2
Views: 319

Re: Issues with uoclient.cfg and possibly POL's handling of IP addresses/ports.

Regarding the Listener section being optional post above. If you define Listeners in uoclient.cfg you must set ListenPort in pol.cfg to 0. No problem. All is right with the world, at least as far as POL is concerned. If you disable all listeners then you are supposed to define a listen port in pol.c...
by Yukiko
Tue Oct 09, 2018 11:15 pm
Forum: Current development (100)
Topic: New Core build for 2018-10-10
Replies: 1
Views: 309

New Core build for 2018-10-10

You can download it here . From the core-changes.txt: -- POL100 -- 10-07-2018 Turley: Added: array.sorted_insert(obj, sub_index:=0, reverse:=0) assumes an already sorted array and inserts given obj. sub_index and reverse parameter have to match the sorting criteria of the array. 10-06-2018 DevGIB: A...
by Yukiko
Sat Oct 06, 2018 9:39 pm
Forum: Bug Reports & Feature Requests
Topic: Issues with uoclient.cfg and possibly POL's handling of IP addresses/ports.
Replies: 2
Views: 319

More issues with uoclient.cfg and possibly POL's handling of IP addresses/ports.

Also, under Explanation in the uoclient documentation it states the Listener section is optional. This appears to be false as well. I did some further testing and found another issue. The first thing I did was went back to a single uoclient.cfg file with the following setting for Listener: Listener ...
by Yukiko
Sat Oct 06, 2018 1:17 am
Forum: Bug Reports & Feature Requests
Topic: Issues with uoclient.cfg and possibly POL's handling of IP addresses/ports.
Replies: 2
Views: 319

Issues with uoclient.cfg and possibly POL's handling of IP addresses/ports.

In the POL documentation for uoclient.cfg it states that uoclient.cfg is required to start and there can only one uoclient.cfg file present in the server. Neither one of those things is true. I removed, renamed actually, the only uoclient.cfg file present in my copy of the Modern Distro. I then laun...
by Yukiko
Wed Oct 03, 2018 1:36 am
Forum: Bug Reports & Feature Requests
Topic: Ammunition Consumption Bypass
Replies: 13
Views: 392

Re: Ammunition Consumption Bypass

It wouldn't be a "blanket privilege". In the equip script it could be enabled but do not forget there is an unequip script. There you could revoke the privilege. I think this is much more versatile and convenient than even my suggestion. Also, if it is a privilege it could be used in custom magic sp...
by Yukiko
Tue Oct 02, 2018 11:55 pm
Forum: Bug Reports & Feature Requests
Topic: Ammunition Consumption Bypass
Replies: 13
Views: 392

Re: Ammunition Consumption Bypass

The Privilege idea sounds good to me. It could work as a "buff" (I hate that word) or bonus for players and the NPC AI could enable it for NPCs that do not use ammo.
by Yukiko
Tue Oct 02, 2018 9:34 pm
Forum: Bug Reports & Feature Requests
Topic: Ammunition Consumption Bypass
Replies: 13
Views: 392

Re: Ammunition Consumption Bypass

I don't understand how adding a flag to a weapon's description would work in cases where you do want the weapon to consume ammo. For example I define a regular bow with the flag set to not consume ammo. Does that mean any character using the bow would never have to worry about carrying arrows? This ...
by Yukiko
Tue Oct 02, 2018 6:13 pm
Forum: Bug Reports & Feature Requests
Topic: Ammunition Consumption Bypass
Replies: 13
Views: 392

Re: Ammunition Consumption Bypass

I think a flag ConsuneAmmo 0/1 added to an NPCs definition for any NPC that might use ammo is probably the best way to go.
by Yukiko
Tue Sep 25, 2018 1:25 am
Forum: POL Tools
Topic: Announcing the POL version of SciTE!
Replies: 13
Views: 3697

Re: Announcing the POL version of SciTE!

Ah go for it Dev. I found a SciTE project manager thing that looked promising but the last commit was at least 4 years ago I think. I prefer using things that are somewhat actively developed. Were those scripts for adding tree view to SciTE? If so PM the link to me and maybe I can review them. I'm n...