My guess is the DoHarmful check
https://github.com/ServUO/ServUO/blob/05cdc8780ecd81a6abca0f5f14097c8e6bc4860f/Server/Mobile.cs#L7478
Which calls this
https://github.com/ServUO/ServUO/blob/05cdc8780ecd81a6abca0f5f14097c8e6bc4860f/Server/Mobile.cs#L7452
The deletion issue is likely due to your edits to serialize/deserialize.
Start up the server, create Ribs and put them in your pack.
Now save and shutdown. Then restart.
Now, if its making you delete the Ribs again then the ser/deser needs fixing
found it, it's in RecallRune > method named Mark
this works, at least in conjunction with the previous block comment mentioned
public void Mark(Mobile m)
{
RecallRuneEmpty();
m_Marked = true;
bool setDesc = false;
m_Galleon =...
you have another script in your folder that has duplicate enum names.
i'm guessing enums are processed first before the rest of the script. SO....that means you have another copy of variable carpet somewhere else in your scripts folder.
(which is why you're getting duplicate enum warnings...
In SpellHelper, it's CheckMulti. You would need an additional check for Mobile from to check if the player recalling is the owner, etc.
public static bool CheckMulti(Point3D p, Map map, bool houses, int housingrange)
{
if (map == null || map == Map.Internal)...
if you need the AI_WildAnimal, add it after the last enum
like so
public enum AIType // Should other types need to be created, use the Unused ones first.
{
AI_Use_Default,
AI_Melee,
AI_UNUSED1,
AI_Archer,
AI_Healer,
AI_Vendor...
very nice, I'm of the opinion that Daat99's OWLTR isn't worth installing anymore because it's simply not compatible with newer versions.
That being said I've added in new/custom resources by editing the existing code instead of using OWLTR. So if you have any questions about that and the...
Hard to tell which line(s) still need editing but you can edit the timer to grab the mobile you're sending the cliloc to by using the 'from' in dragdrop
EDIT: Sorry for the crap explanation, but coding on phone isnt fun
you're welcome, hope that helps.
depending on the size of the "merger" it'll likely throw additional errors.
btw - do you/did you have any invovlvement in Dark Crusaders?
what version of servuo are you using? pub 57 right?
EDIT: sorry, i'm forgetting changes between 57 and current. Since you made an edit to a file in the Server folder then you will need to recompile. A simple restart will not pick up those changes.
tiles are expansion based
<root>\Server\ExpansionInfo.cs
enum: HousingFlags
so i'm guessing you are using a pub 57 or earlier
within the "ExpansionInfo" method you should see
new ExpansionInfo(
2,
"Renaissance"...
So, basically, you're missing a bunch of methods in your BaseWeapon. I'm guessing you are trying to update or combine an old server with a new one?
OnBeforeSwing : https://github.com/ServUO/ServUO/blob/05cdc8780ecd81a6abca0f5f14097c8e6bc4860f/Scripts/Items/Equipment/Weapons/BaseWeapon.cs#L1232...
if there's an issue there then I'd put my money on this
bool morph = from.FindItemOnLayer(Layer.Earrings) is MorphEarrings;
and then checking !morph
because if you check the FindItemOnlayer method it will ONLY return true or null, never false
public Item FindItemOnLayer(Layer layer)
{...
Look up Land of Archon on here, i worked on it. Its a little bit older of a server now but imo easier "entry level" for what you want to do
https://github.com/tbewley10310/Land-of-Archon
SetAreaEffect(AreaEffect.PoisonBreath);
put it in the constructor
[Constructable]
public ValoriteElemental(int oreAmount)
: base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
{
// TODO: Gas attack
Name = "a valorite elemental"...
Use a for loop, but that can get ugly with lots of items and loops.
I understand its Ren. but if you aren't aiming at era accuracy (which this bag is not) then id recommend stackable pots.
it's difficult for us to help without seeing your copy of the SkillMasteryPrimer constructor since it seems you have a custom one
i see the issue now
Burned out dude was telling you to change this
Item item = new SkillMasteryPrimer(SkillName.AnimalTaming,1);
to this
Item item = new...