rhasce
Member
Any Luck?C#:object p = m.Send(new MobileStatusExtended(m)); //make sure their gold amount is sent
still cannot get this line fixed lol
Any Luck?C#:object p = m.Send(new MobileStatusExtended(m)); //make sure their gold amount is sent
still cannot get this line fixed lol
Change it with object p = m.Send(new MobileStatus(m)); //make sure their gold amount is sentAny Luck?
Have you found a working fix for this yet?To add to this, the old stone still works when viewing the chest as a player. Also is there a way to default the gump to the Jewl Gump like the old stone as well? It seems to work on server restart but it's outdated and has some issues. Anyways I'll let you be now, just really want to use this lol.
public StoneRewardVendor()
{
m_Currency = new Currency();
m_Rewards = new RewardCollection();
m_Box = new DisplayBox();
ItemID = 0xEDC;
Name = "Stone Vendor";
WorldRewardVendors.RegisterVendor(this);
m_Box_Holder = new StoneRewardHolder(this);
m_Box_Holder.DropItem(m_Box);
this.Movable = false;
}
m_Menu = typeof(JewlRewardGump);
public StoneRewardVendor()
{
m_Currency = new Currency();
m_Rewards = new RewardCollection();
m_Menu = typeof(JewlRewardGump);
m_Box = new DisplayBox();
ItemID = 0xEDC;
Name = "Stone Vendor";
WorldRewardVendors.RegisterVendor(this);
m_Box_Holder = new StoneRewardHolder(this);
m_Box_Holder.DropItem(m_Box);
this.Movable = false;
}
Well this was working fine for awhile. And then for some reason all my Vendor Stones are now screaming:I set the chests to spawn -100 z from the stone so the players never truly see the container, to make it work while they're not visible would likely require some core edits and I never bothered to look into it that much.
As for defaulting to the working gump find this in the StoneRewardVendor.cs:
and add the following line into it:C#:public StoneRewardVendor() { m_Currency = new Currency(); m_Rewards = new RewardCollection(); m_Box = new DisplayBox(); ItemID = 0xEDC; Name = "Stone Vendor"; WorldRewardVendors.RegisterVendor(this); m_Box_Holder = new StoneRewardHolder(this); m_Box_Holder.DropItem(m_Box); this.Movable = false; }
C#:m_Menu = typeof(JewlRewardGump);
For example mine is set to:
C#:public StoneRewardVendor() { m_Currency = new Currency(); m_Rewards = new RewardCollection(); m_Menu = typeof(JewlRewardGump); m_Box = new DisplayBox(); ItemID = 0xEDC; Name = "Stone Vendor"; WorldRewardVendors.RegisterVendor(this); m_Box_Holder = new StoneRewardHolder(this); m_Box_Holder.DropItem(m_Box); this.Movable = false; }
This defaults to the Jewl Reward Gump which seems to be the only working gump.
Downloaded the script,Did you place the stones before or after you changed the default setting?
I have Vita Nex installed but admittedly have never messed with it.I have some on my server but they haven't reverted to the old gump due to that change so I haven't seen them requesting me to change the gump.. I had seen that exact issue before the changes I made though so that's why I asked before or after.. at the moment I am at a loss..
Do you absolutely need these stones or do you happen to use Vita Nex at all?
Thanks I'll look into it.Vita has a "DynamicVendor" which you can use, you can customize what he takes as payment and it all loads into the standard UO UI for buying stuff, you can props him for some settings. Then just drop items in his backpack, single click them, set a cost and voila you're done. I have used those before as well and other than the gump not showing your new currency they work amazingly!
Is this a newer feature as my version of VIta-Nix doesn't seem to contain it.Vita has a "DynamicVendor"
4.0He was in 5.2, I'm on 5.3 now. What version are you on?
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