I would rather not as it involves modifying UO.EM, the structure of the data parsed to CreateMenu and also mod to RequestInput.
Rather wait for the updated POL099. Only reason we have implemented these temporary Gump fixes is to allow me to forge ahead with the implementation of UO:SA and POL099 ...
Search found 79 matches
- Tue Oct 26, 2010 11:44 pm
- Forum: Current stable release (099)
- Topic: Running UO:SA Client version 7.0 build 3.0.0.122 on POL099
- Replies: 5
- Views: 7363
- Fri Oct 22, 2010 6:49 am
- Forum: Current stable release (099)
- Topic: Termur map on pol 99 MLegacy
- Replies: 2
- Views: 5528
Re: Termur map on pol 99 MLegacy
Hi,
Mondain's Legacy does not have the necessary MUL files (tile data, multis, anims etc) to enable Termur realm. You are going to need the UO:SA Classic Client in order to have the correct MUL files.
Make sure you have the correct path to your UO:SA Client install in your POL.CFG file ...
Mondain's Legacy does not have the necessary MUL files (tile data, multis, anims etc) to enable Termur realm. You are going to need the UO:SA Classic Client in order to have the correct MUL files.
Make sure you have the correct path to your UO:SA Client install in your POL.CFG file ...
- Thu Oct 21, 2010 12:25 am
- Forum: Current stable release (099)
- Topic: POL099 to support Mysticism Spells please ?
- Replies: 6
- Views: 8480
Re: POL099 to support Mysticism Spells please ?
Thank you Turley 
I look forward to when it is implemented one day.
Best regards,
Justae
I look forward to when it is implemented one day.
Best regards,
Justae
- Tue Oct 19, 2010 11:45 pm
- Forum: Current stable release (099)
- Topic: POL099 to support Mysticism Spells please ?
- Replies: 6
- Views: 8480
Re: POL099 to support Mysticism Spells please ?
At the risk of getting shot down in flames.......
And flogging a dead horse......
Is there any chance this will be supported soon-ish ? Any POL Developer out there that might be able to give info ?
Thank you,
Justae.
And flogging a dead horse......
Is there any chance this will be supported soon-ish ? Any POL Developer out there that might be able to give info ?
Thank you,
Justae.
- Mon Oct 04, 2010 8:38 pm
- Forum: General Help (097)
- Topic: Help with a custom weapon hit script
- Replies: 7
- Views: 36059
Re: Help with a custom weapon hit script
It appears you may be using POL distro source code.
In that case your damage type is incorrect, it should be DMG_POISON, not DMG_PHYSICAL
I am not sure why the MAGERY skill is used as a duration timer, you may want to consider changing that to ARCHERY in your situation.
Make that change ...
In that case your damage type is incorrect, it should be DMG_POISON, not DMG_PHYSICAL
I am not sure why the MAGERY skill is used as a duration timer, you may want to consider changing that to ARCHERY in your situation.
Make that change ...
- Mon Oct 04, 2010 10:40 am
- Forum: General Help (097)
- Topic: Help with a custom weapon hit script
- Replies: 7
- Views: 36059
Re: Help with a custom weapon hit script
Hello Poi,
In your combat code somewhere, there must be a section that looks at damage done by projectile weapons. You need to find that and modify it to cater for poisoned arrows. You can try setting a poison hitscript on the arrows alone, but you would have to define them differently to standard ...
In your combat code somewhere, there must be a section that looks at damage done by projectile weapons. You need to find that and modify it to cater for poisoned arrows. You can try setting a poison hitscript on the arrows alone, but you would have to define them differently to standard ...
- Fri Oct 01, 2010 11:03 pm
- Forum: General Help (097)
- Topic: Help with a custom weapon hit script
- Replies: 7
- Views: 36059
Re: Help with a custom weapon hit script
I would be very surprised if it worked at all.
Re-check your objtype ?
The one you have posted here is invalid Weapon 0x13PB
0x13PB is not a valid hexadecimal number.
I suspect your POL.CFG may be set to ignore such errors, so POL loads, but this bow simply will not exist.
Change the Weapon Objtype ...
Re-check your objtype ?
The one you have posted here is invalid Weapon 0x13PB
0x13PB is not a valid hexadecimal number.
I suspect your POL.CFG may be set to ignore such errors, so POL loads, but this bow simply will not exist.
Change the Weapon Objtype ...
- Fri Oct 01, 2010 6:20 am
- Forum: Current stable release (099)
- Topic: POL099 to support Mysticism Spells please ?
- Replies: 6
- Views: 8480
Re: POL099 to support Mysticism Spells please ?
*bump*
Pretty please? With Beer and all ?

Pretty please? With Beer and all ?
- Wed Sep 29, 2010 12:09 pm
- Forum: Current stable release (099)
- Topic: POL099 to support Mysticism Spells please ?
- Replies: 6
- Views: 8480
POL099 to support Mysticism Spells please ?
Hello POL Development Team,
Would any of you please be able to inform us if support for the new Mysticism Spellbook will be built into POL as the other Spellbooks are ? I can do it the old fashioned way, but with built-in support by POL it would be way smoother, way nicer.
Best regards,
Justae.
Would any of you please be able to inform us if support for the new Mysticism Spellbook will be built into POL as the other Spellbooks are ? I can do it the old fashioned way, but with built-in support by POL it would be way smoother, way nicer.
Best regards,
Justae.
- Tue Sep 28, 2010 12:49 pm
- Forum: General Help (097)
- Topic: Need to find a certain file
- Replies: 3
- Views: 30356
Re: Need to find a certain file
POL 97 uses 'storage.em' :
Contents of storage.em :
//
// Storage area functions
//
StorageAreas();
FindStorageArea( areaname );
FindRootItemInStorageArea( area, itemname );
CreateStorageArea( areaname );
CreateRootItemInStorageArea( area, itemname, objtype );
DestroyRootItemInStorageArea ...
Contents of storage.em :
//
// Storage area functions
//
StorageAreas();
FindStorageArea( areaname );
FindRootItemInStorageArea( area, itemname );
CreateStorageArea( areaname );
CreateRootItemInStorageArea( area, itemname, objtype );
DestroyRootItemInStorageArea ...
- Tue Sep 28, 2010 12:41 pm
- Forum: General Help (097)
- Topic: Need some scripting help, if statement and another question
- Replies: 3
- Views: 29654
Re: Need some scripting help, if statement and another quest
So you want it to toggle, if concealed, unconceal. If unconcealed, conceal. You just need to change the structure of the If....endif to if...else...endif :
use uo;
use os;
include ":magery:spells";
include "include/sounds";
program textcmd_xf( who )
if ( !who.concealed ) // if NOT concealed ...
use uo;
use os;
include ":magery:spells";
include "include/sounds";
program textcmd_xf( who )
if ( !who.concealed ) // if NOT concealed ...
- Tue Sep 28, 2010 10:21 am
- Forum: General Help (097)
- Topic: Need some scripting help, if statement and another question
- Replies: 3
- Views: 29654
Re: Need some scripting help, if statement and another quest
You need to define 'who' or else change 'staff' to 'who' or vice versa.
Variable 'who' is not defined at this stage.
This works just fine although for my compile I commented-out the two includes as I do not have those. :
use uo;
use os;
include ":magery:spells";
include "include/sounds ...
Variable 'who' is not defined at this stage.
This works just fine although for my compile I commented-out the two includes as I do not have those. :
use uo;
use os;
include ":magery:spells";
include "include/sounds ...
- Tue Sep 21, 2010 1:33 am
- Forum: Scripting Help
- Topic: Character Limits
- Replies: 7
- Views: 8035
Re: Character Limits
Hello xblade,
You could try this small function, call it from your logon.src as soon as client logs on, something like
CheckSlots(who);
use os;
use uo;
function CheckSlots(who);
var CHAR_SLOTS := 5; // Change to however many character slots your 'CharacterSlots=' is set to in servspecopt ...
You could try this small function, call it from your logon.src as soon as client logs on, something like
CheckSlots(who);
use os;
use uo;
function CheckSlots(who);
var CHAR_SLOTS := 5; // Change to however many character slots your 'CharacterSlots=' is set to in servspecopt ...
- Mon Sep 13, 2010 8:59 pm
- Forum: Current stable release (099)
- Topic: UOSA and Packet 0xDC
- Replies: 2
- Views: 4760
Re: UOSA and Packet 0xDC
Hi Ultixan,
You may also want to check out the Allnames packet hook which is active, it might be interfering with that.
Cheers,
Justae.
You may also want to check out the Allnames packet hook which is active, it might be interfering with that.
Cheers,
Justae.
- Sat Sep 04, 2010 12:27 am
- Forum: General Discussion
- Topic: UO:SA Enhanced Client patch 4.0.8.3 - Edit IP and Port
- Replies: 11
- Views: 51843
Re: UO:SA Enhanced Client patch 4.0.8.3 - Edit IP and Port
Hello Tomi,
I agree, rl takes precedent over such things, even with me.
Hopefully you can find the time for some of the stuff like sysbooks.
In the meantime, we do what we can to make things work.
I'm battling at the moment trying to get item and armor MegaCliloc working as it is under POL096.7 ...
I agree, rl takes precedent over such things, even with me.
Hopefully you can find the time for some of the stuff like sysbooks.
In the meantime, we do what we can to make things work.
I'm battling at the moment trying to get item and armor MegaCliloc working as it is under POL096.7 ...
- Fri Sep 03, 2010 3:40 am
- Forum: Current stable release (099)
- Topic: SA client bugs
- Replies: 18
- Views: 17604
Re: SA client bugs
Check your housing package > itemdesc.cfg
as a sample entry, does it have these values ?
House 0x6066
{
Name smallstonehouse
Graphic 0x4066
MultiID 0x66
OldObjtype 0x4066
}
If it does, then that is why your client crashes when entering an area with a Multi in it.
The realm regen (uoconvert ...
as a sample entry, does it have these values ?
House 0x6066
{
Name smallstonehouse
Graphic 0x4066
MultiID 0x66
OldObjtype 0x4066
}
If it does, then that is why your client crashes when entering an area with a Multi in it.
The realm regen (uoconvert ...
- Thu Sep 02, 2010 12:41 pm
- Forum: General Discussion
- Topic: UO:SA Enhanced Client patch 4.0.8.3 - Edit IP and Port
- Replies: 11
- Views: 51843
UO:SA Enhanced Client patch 4.0.8.3 - Remove encryption
For those who may be interested, my good friend Dragos found how to remove the client encryption :
Make a backup copy of your UOSA.EXE file before doing this.
Again, use your favourite Hex editor and search :
Search 0x2137c9
bytes 30 45 00
replace with 90 90 90
Search 0x21569b
bytes 30 10 ...
Make a backup copy of your UOSA.EXE file before doing this.
Again, use your favourite Hex editor and search :
Search 0x2137c9
bytes 30 45 00
replace with 90 90 90
Search 0x21569b
bytes 30 10 ...
- Mon Aug 30, 2010 2:18 pm
- Forum: General Help (098)
- Topic: impassable tiles. help
- Replies: 3
- Views: 28635
Re: impassable tiles. help
No such issues my side, although I am running UOSA Enhanced client 4.0.8.3 (latest patch)
Which client and client version are you using ? ie, is it the UOSA Classic client (looks like it from your Pic) ?
It may be that your version MUL files which uoconvert uses to generate the realms may be buggy ...
Which client and client version are you using ? ie, is it the UOSA Classic client (looks like it from your Pic) ?
It may be that your version MUL files which uoconvert uses to generate the realms may be buggy ...
- Mon Aug 30, 2010 2:03 pm
- Forum: General Discussion
- Topic: UO:SA Enhanced Client patch 4.0.8.3 - Edit IP and Port
- Replies: 11
- Views: 51843
UO:SA Enhanced Client patch 4.0.8.3 - Edit IP and Port
Getting the latest UO:SA Enhanced client (UOSA.exe) patched with your shard IP and port can be troublesome.
The latest enhanced client patch fixes some of the classic gump issues, such as the offset cursor when doing text entries inside a gump. Quite a bit of additional functionality added to the ...
The latest enhanced client patch fixes some of the classic gump issues, such as the offset cursor when doing text entries inside a gump. Quite a bit of additional functionality added to the ...
- Mon Aug 23, 2010 3:38 am
- Forum: Contributed Scripts & Packages
- Topic: Go command Locations
- Replies: 3
- Views: 7009
Re: Go enhanced command and Locations cfg file
Perhaps you will find this of use.
It is a .go command with several functions for any realm.
The usage is in the source file and I put it here for your convenience :
/*
.go command by Dragos and Justae
The Forgotten Realm, South Africa
http://uosa.unknown-realms.za.net/
June 2007
Usage:
.go x ...
It is a .go command with several functions for any realm.
The usage is in the source file and I put it here for your convenience :
/*
.go command by Dragos and Justae
The Forgotten Realm, South Africa
http://uosa.unknown-realms.za.net/
June 2007
Usage:
.go x ...
- Sun Aug 22, 2010 1:09 pm
- Forum: Current stable release (099)
- Topic: SA client bugs
- Replies: 18
- Views: 17604
Re: SA client bugs
Hello Atreiu,
Try this in place of your servspecopt.cfg :
DefaultDoubleclickRange=2
MovementUsesStamina=1
AllowSecureTradingInWarMode=0
TotalStatsAtCreation=65,90
DefaultDecayTime=12
DefaultContainerMaxItems=250
DefaultContainerMaxWeight=60000
MaxContainerSlots=250
MaxSlots=255
UseContainerSlots ...
Try this in place of your servspecopt.cfg :
DefaultDoubleclickRange=2
MovementUsesStamina=1
AllowSecureTradingInWarMode=0
TotalStatsAtCreation=65,90
DefaultDecayTime=12
DefaultContainerMaxItems=250
DefaultContainerMaxWeight=60000
MaxContainerSlots=250
MaxSlots=255
UseContainerSlots ...
- Sat Aug 21, 2010 12:09 pm
- Forum: General Help (098)
- Topic: setprop
- Replies: 5
- Views: 30274
Re: setprop
Learning eScript is like any other programming language. You learn the syntax of the commands, what the commands can and cannot do. Always refer back to the eScript guide if you are stuck, or other functioning code to determine how it works.
Here is a basic .setobjproperty command.
Copy and save as ...
Here is a basic .setobjproperty command.
Copy and save as ...
- Sat Aug 21, 2010 3:47 am
- Forum: General Help (096)
- Topic: Couple questions about creating new characters
- Replies: 13
- Views: 45729
Re: Couple questions about creating new characters
From the changelog.txt, I put the bold highlights in.
12-14 Nando:
Fixed: Characters/Starting Location packet wasn't sending the correct characters number. This
was causing problems when enabling the 6th & 7th slot (or limiting to 1 slot). Characters
number will now be set to Max(CharacterSlot ...
12-14 Nando:
Fixed: Characters/Starting Location packet wasn't sending the correct characters number. This
was causing problems when enabling the 6th & 7th slot (or limiting to 1 slot). Characters
number will now be set to Max(CharacterSlot ...
- Sat Aug 21, 2010 3:22 am
- Forum: General Help (098)
- Topic: setprop
- Replies: 5
- Views: 30274
Re: setprop
Hello Joram,
This .setprop compiles just as easily under POL096, 097, 098
Copy the code below and paste it into a text editor and save it (as setprop.src ) into your commands directory you want to access (GM, Admin, Seer whichever one). Compile it and enjoy. Just remember that this will only allow ...
This .setprop compiles just as easily under POL096, 097, 098
Copy the code below and paste it into a text editor and save it (as setprop.src ) into your commands directory you want to access (GM, Admin, Seer whichever one). Compile it and enjoy. Just remember that this will only allow ...
- Sat Aug 21, 2010 3:17 am
- Forum: Current stable release (099)
- Topic: support kingdom reborn
- Replies: 17
- Views: 18030
Re: support kingdom reborn
Thank you again, Turley.
I'm striving to keep the packet sizes reduced, weighing that up against having a custom cliloc file which players to my shard would have to download :)
One last thing, I know you say you're not totally focused on any Dev for SA, but may I get you advice on the ...
I'm striving to keep the packet sizes reduced, weighing that up against having a custom cliloc file which players to my shard would have to download :)
One last thing, I know you say you're not totally focused on any Dev for SA, but may I get you advice on the ...