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  1. Help with Spell System

    public override SpellbookType SpellbookType => SpellbookType.AdvancedSpells; public override int BookOffset => 900; public override int BookCount => 16; And yes namespace Server.Spells.AdvancedSpells
  2. Help with Spell System

    I have been trying to setup a new spell school on my server. I've script checked against ACCs way of doing it, and the base servers way of doing it, and decided to go with the couple of core edits I would need. I have the Spellbook created and Constructable in game, along with a Spell Scroll...
  3. Advanced Archery Pub57

    DragnMaw updated Advanced Archery Pub57 with a new update entry: AdvancedArchery v1.01 Read the rest of this update entry...
  4. Advanced Archery Pub57 - AdvancedArchery v1.01

    Friend of mine pointed out that the Effects weren't working, and requested I fix them. Heres the updated files with working effects, no core edits.
  5. Vita-Nex Core - compile errors

    Mostly out of my own curiosity, and I know Voxpires first question is going to be it, which version of which emulator are you using?
  6. Not sure where to post this

    Is there a file where I can customize items currently in the game as well as add my own items? Most every item in the game has its own file. If you find that file, make changes, then compile, those changes become real. Easiest way to create your own as a beginner is to copy an item similar to...
  7. Blessed Items staying put in backpack on death

    I have no idea how to do it in RunUO, since it comes standard with later emulators.
  8. Blessed Items staying put in backpack on death

    Regnaks solution would cause all blessed items to stay on the corpse, which would not do what you want to do. The most likely issue you are having, is the RuneBooks are inside a container that is not blessed, so upon death it also stays on the corpse. Since the Runebooks inside it don't stay...
  9. Set Bonus Issues

    I'm trying to do it without doing a core edit like that. I have had the sets working when done that way tho, and if I can't figure out how to not do core edits soon I'm just going to go back and leave the core edit in.
  10. Set Bonus Issues

    Oh I forgot to mention, I get the stats from the base items, but no stats from the set bonus.
  11. Not sure where to post this

    [GenMiniChamp
  12. pandora

    I can not confirm this myself, but I have heard Pandora has issues with the recent ServUO. If memory serves, someone else created a similar thing. I'll see if I can track down the link. https://www.servuo.com/archive/ozs-static-gump-an-in-game-pandoras-box.1484/
  13. Set Bonus Issues

    I have been creating some custom Sets, and have been attempting to make them work without core edits. I have the sets added/configured etc.etc.etc.etc. and as soon as I equip all pieces it does give me "The magic of your armor combines to assist you!", but it is not getting any of the...
  14. CS0535 does not implement interface member

    So I am working on making a working copying of SetItem.cs. I have setup DailyQuestSetItem.cs based off of it, as well as BaseDailySetArmor against BaseArmor.cs. In BaseDailySetArmor, I have public abstract class BaseDailyQuestArmor : BaseArmor, IDailyQuestSetItem And I get the first error...
  15. VNC broke on newest repo

    Heres the mostly working copy of VNC for pub57 I made, tho it does not have the WebAPI (I use ISS so I didn't bother to make it work). This package is as is, I will not be helping people troubleshoot, or dealing with any specific issues. There is also one warning that pops up every time on...
  16. ServUO - Restrict Buying From Vendor

    public override void VendorBuy(Mobile from) { Account acct=(Account)from.Account; bool HasSquire = Convert.ToBoolean(acct.GetTag("HasSquire")); if (!HasSquire) { return; } base.BaseVendor(from): }
  17. ServUO - Restrict Buying From Vendor

    Could you if check the context menus to check for the tag?
  18. Master Storage Backpack not looting

    GenerateLoot() doesn't use packitem as its syntax. AddLoot(LootPack.LootItem<RockHammer>()); and so on and so forth should work.
  19. Single unstackable item not showing Item Name

    Thank you so much PyrO. I didn't realize thats how it worked.
  20. Single unstackable item not showing Item Name

    The item is intended to never be stacked. Do I have to do Stackable = false;? I thought that was a default (It showed Stackable False in the [props window) I just need the item names to show up when only the one item is present, and I have no idea why it isn't. But it only hides the name as...

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