Neraku34

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ServUO Version
Publish 57
Ultima Expansion
Endless Journey
hello, recently returning to the hosting side of uo private servers

so im trying to find out where/how to change a few things for my server running servuo pub 57.x (current release)

#1 i would like adjust the skill max caps with skill bonuses (want to make so all skills can go over 100/120 with item skill bonuses)

# 2 is there a simple to make clothing able to be crafted or imbued like jewelry?

#3 where can i adjust or confirm casting and other player stat caps (to change 2/6 or 4/6. max DCI ect)

#4 id like to adjust racial bonuses if possible.

any and all help/info would be great.

THANKS!
 
Last edited:
1) To adjust the skill caps look for PlayerCaps.cfg. If you want only skill bonus items to be able to break the cap you need to find AOS.cs and change "sk.ObeyCap = true;" to false. This will allow items to go over the cap while still having one.

2) There are a lot of ways to make a new crafting system, but I think this is more complex than a simple adjustment. You can check out my repack Shards of Minax. I have a lot of custom systems for crafting clothing WIP - Shards of Minax

3) I think you can change DCI cap in AosAttributeProperties.cs line 110 and 111:

public override AosAttribute Attribute { get { return AosAttribute.DefendChance; } }
public override int Cap { get { return 45; } }

4) Racial bonuses can be found in PlayerMobile.cs but they are scattered around you will have to search for them

Protip: you should download Visual Studio Code. It will let you load up all of the scrips at once and you can search all of the code at the same time. This is pretty much mandatory for fiddling with these kinds of numbers. Only a few can be found in easy config files. But most can be found if you know the right key worlds to search for
 
1) To adjust the skill caps look for PlayerCaps.cfg. If you want only skill bonus items to be able to break the cap you need to find AOS.cs and change "sk.ObeyCap = true;" to false. This will allow items to go over the cap while still having one.

2) There are a lot of ways to make a new crafting system, but I think this is more complex than a simple adjustment. You can check out my repack Shards of Minax. I have a lot of custom systems for crafting clothing WIP - Shards of Minax

3) I think you can change DCI cap in AosAttributeProperties.cs line 110 and 111:

public override AosAttribute Attribute { get { return AosAttribute.DefendChance; } }
public override int Cap { get { return 45; } }

4) Racial bonuses can be found in PlayerMobile.cs but they are scattered around you will have to search for them

Protip: you should download Visual Studio Code. It will let you load up all of the scrips at once and you can search all of the code at the same time. This is pretty much mandatory for fiddling with these kinds of numbers. Only a few can be found in easy config files. But most can be found if you know the right key worlds to search for
this helped tremendously thank you very much.
Also i actually have had you repack that ive been referencing and using some of the drag and droppable customs. as i cannot find them on servuo or they are part of bigger packs idk names of. :)

to clarify i meant to have clothing be imbueable not crafted with stats i do understand i misworded that

i did find the fast casting. but i have not been able to find where to override the nerf from having magery,mystic,necro ect.
1737581678501.png
 
Imbued clothes do not add this type of attributes, these attributes are from magical items that already drop with such characteristics, such as DOOM jewelry, you can create clothes with such attributes and then put them in a boss loot pack, but craft them with these attributes, you would have to mess with the crafting skills, when you make a masterpiece item, instead of coming with pvm damage or speed, it comes with caster fasting, or low cost regs, if you are a good programmer it is a success.
 
Imbued clothes do not add this type of attributes, these attributes are from magical items that already drop with such characteristics, such as DOOM jewelry, you can create clothes with such attributes and then put them in a boss loot pack, but craft them with these attributes, you would have to mess with the crafting skills, when you make a masterpiece item, instead of coming with pvm damage or speed, it comes with caster fasting, or low cost regs, if you are a good programmer it is a success.
i believe you mis understood. i was just wondering if changes to the baseclothing.cs or whichever file would be able to allow me to imbue robes, capes, sash, ect.
im not trying to make crafted clothing with properties. just want clothing to be imbueable
 
You will need to modify Imbuing to deal with more than just hats
I did something similar a while ago and it seems to be ok so I updated it to 57.4
Have a look and see if its what you are after
Changes are annotated
 

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  • ClothingImbuing.zip
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You will need to modify Imbuing to deal with more than just hats
I did something similar a while ago and it seems to be ok so I updated it to 57.4
Have a look and see if its what you are after
Changes are annotated
will take a look, thank you!
 
i believe you mis understood. i was just wondering if changes to the baseclothing.cs or whichever file would be able to allow me to imbue robes, capes, sash, ect.
im not trying to make crafted clothing with properties. just want clothing to be imbueable
Hello, you're right, I misunderstood, I did like the friend above, I used the wizard's hat as a base to imbue gems on clothes, but I no longer use this system anymore, it had made it a lot easier for players who died with newbie clothes and the element collar, caused me problems in the medium term.
 

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