As far as I remember, there are two colors for these numbers: RED when you get hit by someone / YELLOW when you get hit by some effect (poison...)
You cannot change the behaviour or color since it is hardcoded inside the client
You can, however, simulate this by sending an overhead message but...
Yep, its been a long time since last UltimaDLL update in this functionality to support newer clients
AFAIK there are some specific clients that were built in another way (?) and some tools didnt generalize well with them
The .NET official documentation
https://docs.microsoft.com/pt-br/dotnet/api/system.io.file.createtext?view=netframework-4.7.2
You may need to add both tw.Flush(); and tw.Close(); as these will flush the stream to the output file then close it
Try this
using System.IO;
...
public override void OnResponse( Server.Network.NetState sender, RelayInfo info )
{
using (TextWriter tw = File.CreateText(Path.Combine(Environment.CurrentDirectory, "THE_TEXTFILE_NAME.txt")))
{
tw.WriteLine($"The player {sender.Mobile.Name} sent...
AFAIR these long numbers are defined as TextDefinition, they can be either an int or a string, try putting your custom description over the number position
My guess is:
1- they send a new updated gump (that shows up above the old one)
2- then they send the close command to the old gump
You can attach a packet analyser or use Razor to register the communication packets and analise the data to see how the trick is done
Indeed, not helpful as it should (never intended to release it :()
Im not the author of the conversion code, just packed it into the plugin format
You may be running into one of these possible problems from what I remember
-No write permission to the file/files
-Already open file
-Output file...
Is it possible to speed up the server like a fast forward button?
I thought about increasing the server Ticks by some factor to simulate the FF effect but if I disable the effect, the Tick count will go down and the server may freeze up as the timers will be expecting a much large amount of...
My ideas, not great ideas but maybe a starting point
1-limit the amount to put a bounty on so the value increase slowly and it wont wort to take this effort
2-prevent the gold from reaching the player and/or guild members/related somehow
3-monitor every pvp and detect the amount of effort used...
I've recently noticed that every packet list we have out there does not cover every UO packet...I know, UO is closed source, extensive debugging needed to find new packets, etc.
What about creating a repository/file/subforum to put every known packet and its definition.
There are some unknown...
As long as you keep the client resolution to 800x600 Razor will be able to resize the screen to any resolution, if you select any other the client will scale down to 640x480
The tree is not in the paperdoll, its part of the multi that happened to be shown over the paperdoll
TO display the new backpacks you just need to change the itemid/gumpid
I'd love to put my hands on the source hhahahah...I know it is not open :p
Thats awesome what you did to the paperdoll and the ease to customize
And i'm trying to increase the game fps hahah
Anyway, great work man!
AFAIK that will need some core modification, the way RunUO is coded prevents you pass the Mobile reference to GetProperties() method
You can track the code-flow to Item.OPLPacket which is a property that stores the OPL packet (so the server will not rebuild it for every single player every time)...
Does anyone know how to increase the client draw range?
Since I've got a big screen the default 800x600 viewport became too small and changing resolution would be annoying :p
Razor can increase the viewport but since the client doesn't support it bigger, most of the time it leaves black...
Some time ago I've managed to export every spawner and teleporter into a SphereServer compatible format
Here is the script, you may modify it to export in a format which C# can read easily like RunUO serialization to re-import them into your server
using System;
using...