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Separate Bank Boxes - required scripts and a How To - Create one or multiple bank boxes that are separate from each other

The other day I remembered someone on RunUO asking about creating bank boxes that are separate from each other.
Items put into your bank in Britain, would only be accessible at the brit bank.

I also remembered someone saying [ Voxpire I believe ] that you can create new layers on a player.

Uses:
That's up to you. Separate bank boxes in different towns, maps, or whatever.

How To:
-Open Item.cs in the Server file
-At the top of the file you'll see: public enum Layer : byte
-Go to...

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I have been tinkering with a system called "Branch Banking" for years. It involved new bankers and a modified bankbox. Not sure what else was involved in the deployment. It was actually a pretty important part of another system I was developing where different regions would suffer higher taxes and lower profit for items sold if the region was idle - meaning transactions were low, money and items were not stored in a local branch bank. And, conversely, if a region was seeing a boom of activity, it would lower taxes in that area, and increase your potential profit from selling items to vendors.
 
I have been tinkering with a system called "Branch Banking" for years. It involved new bankers and a modified bankbox. Not sure what else was involved in the deployment. It was actually a pretty important part of another system I was developing where different regions would suffer higher taxes and lower profit for items sold if the region was idle - meaning transactions were low, money and items were not stored in a local branch bank. And, conversely, if a region was seeing a boom of activity, it would lower taxes in that area, and increase your potential profit from selling items to vendors.
I had a similar idea to create a system so a guild could "control" a town and based on how active the town was they would have to pay a fee to maintain control of it. But they would also get money from players using the town and buying stuff from vendors - the prices on which they could set tax rates to raise or lower prices.
 
Hi,
just two question about the Bank System:
  1. If I want to create 5 different bank boxes, do I have to create 5 new layers and so on?
  2. There is a way to adapt this system to let players buy different rent boxes instead of a single bank box? For example, if I buy 2 different rent boxes and I open both of them I would see 2 different boxes with different items inside them..
 
1. If you want the bank boxes to be independent, then yes you would need to create 5 different layers
2. yes, you could do that. you just need to write the code for the rent box instead of a bank box copy
 
1. If you want the bank boxes to be independent, then yes you would need to create 5 different layers
2. yes, you could do that. you just need to write the code for the rent box instead of a bank box copy
So.. to have X indipendent rent boxes I'll have to create X new layers too?
 
So.. to have X indipendent rent boxes I'll have to create X new layers too?
That's correct.
you should be able to equip and remove layers for a "Safety Deposit Box", as you'll see that a Bank Box remains equipped when a player dies.
so technically we're all running around with our bank boxes as an invisible item equipped to the character.
 
i tried this on the newest SevUO Repo and got these errors on a fresh install.
Scripts: Compiling C# scripts...Failed with: 2 errors, 0 warnings
Errors:
+ Mobiles/PlayerMobile.cs:
CS0117: Line 268: 'Server.Layer' does not contain a definition for 'NewBank'
CS0117: Line 2102: 'Server.Layer' does not contain a definition for 'NewBank'
+ [ServUO.com]-BankBoxNew.cs:
CS1061: Line 106: 'Server.Layer' does not contain a definition for 'NewBank' and no extension method 'NewBank' accepting a first argument of type 'Server.Layer' could be found (are you missing a using directive or an assembly reference?)
 
i tried this on the newest SevUO Repo and got these errors on a fresh install.
Scripts: Compiling C# scripts...Failed with: 2 errors, 0 warnings
Errors:
+ Mobiles/PlayerMobile.cs:
CS0117: Line 268: 'Server.Layer' does not contain a definition for 'NewBank'
CS0117: Line 2102: 'Server.Layer' does not contain a definition for 'NewBank'
+ [ServUO.com]-BankBoxNew.cs:
CS1061: Line 106: 'Server.Layer' does not contain a definition for 'NewBank' and no extension method 'NewBank' accepting a first argument of type 'Server.Layer' could be found (are you missing a using directive or an assembly reference?)
please see the instructions on the main page: https://www.servuo.com/archive/separate-bank-boxes-required-scripts-and-a-how-to.723/
 
Hello everyone!
Eveything is working fine, i'm so glad of it! But i have a question:
The situation of the layers in my item.cs is different:

Code:
public enum Layer : byte
    {
        /// <summary>
        ///     Invalid layer.
        /// </summary>
        Invalid = 0x00,

        /// <summary>
        ///     First valid layer. Equivalent to <c>Layer.OneHanded</c>.
        /// </summary>
        FirstValid = 0x01,

        /// <summary>
        ///     One handed weapon.
        /// </summary>
        OneHanded = 0x01,

        /// <summary>
        ///     Two handed weapon or shield.
        /// </summary>
        TwoHanded = 0x02,

        /// <summary>
        ///     Shoes.
        /// </summary>
        Shoes = 0x03,

        /// <summary>
        ///     Pants.
        /// </summary>
        Pants = 0x04,

        /// <summary>
        ///     Shirts.
        /// </summary>
        Shirt = 0x05,

        /// <summary>
        ///     Helmets, hats, and masks.
        /// </summary>
        Helm = 0x06,

        /// <summary>
        ///     Gloves.
        /// </summary>
        Gloves = 0x07,

        /// <summary>
        ///     Rings.
        /// </summary>
        Ring = 0x08,

        /// <summary>
        ///     Talismans.
        /// </summary>
        Talisman = 0x09,

        /// <summary>
        ///     Gorgets and necklaces.
        /// </summary>
        Neck = 0x0A,

        /// <summary>
        ///     Hair.
        /// </summary>
        Hair = 0x0B,

        /// <summary>
        ///     Half aprons.
        /// </summary>
        Waist = 0x0C,

        /// <summary>
        ///     Torso, inner layer.
        /// </summary>
        InnerTorso = 0x0D,

        /// <summary>
        ///     Bracelets.
        /// </summary>
        Bracelet = 0x0E,

        /// <summary>
        ///     Face.
        /// </summary>
        Face = 0x0F,

        /// <summary>
        ///     Beards and mustaches.
        /// </summary>
        FacialHair = 0x10,

        /// <summary>
        ///     Torso, outer layer.
        /// </summary>
        MiddleTorso = 0x11,

        /// <summary>
        ///     Earings.
        /// </summary>
        Earrings = 0x12,

        /// <summary>
        ///     Arms and sleeves.
        /// </summary>
        Arms = 0x13,

        /// <summary>
        ///     Cloaks.
        /// </summary>
        Cloak = 0x14,

        /// <summary>
        ///     Backpacks.
        /// </summary>
        Backpack = 0x15,

        /// <summary>
        ///     Torso, outer layer.
        /// </summary>
        OuterTorso = 0x16,

        /// <summary>
        ///     Leggings, outer layer.
        /// </summary>
        OuterLegs = 0x17,

        /// <summary>
        ///     Leggings, inner layer.
        /// </summary>
        InnerLegs = 0x18,
   
        //MODIFICA BANCA NUOVA
        /// <summary>
        ///     Last valid non-internal layer. Equivalent to <c>Layer.InnerLegs</c>.
        /// </summary>
   
   
       // LastUserValid = 0x18,
  
  
        NewBank = 0x20,
 
        LastUserValid = 0x20,
   
   
         //MODIFICA BANCA NUOVA FINE
    
        /// <summary>
        ///     Mount item layer.
        /// </summary>
        Mount = 0x19,

        /// <summary>
        ///     Vendor 'buy pack' layer.
        /// </summary>
        ShopBuy = 0x1A,

        /// <summary>
        ///     Vendor 'resale pack' layer.
        /// </summary>
        ShopResale = 0x1B,

        /// <summary>
        ///     Vendor 'sell pack' layer.
        /// </summary>
        ShopSell = 0x1C,

        /// <summary>
        ///     Bank box layer.
        /// </summary>
        Bank = 0x1D,

        /// <summary>
        /// Unused, using this layer makes you invisible to other players. Strange.
        /// </summary>
        ///
        Reserved_1 = 0x1E,

        /// <summary>
        ///     Secure Trade Layer
        /// </summary>
        SecureTrade = 0x1F,
    }

In this case i had to create the layer 0x20 but the "LastUserValid" was the 0x18 "InnerLegs". Following the instructions i switched the LastUserValid to the last one i created, the 0x20.
Now the Layers:
Mount = 0x19,
ShopBuy = 0x1A,
ShopResale = 0x1B,
ShopSell = 0x1C,
Bank = 0x1D,
Reserved_1 = 0x1E,
SecureTrade = 0x1F
Changing the LastUserValid all these Layers should not be internal anymore.
There could be problems?

EDIT: yes, there are problems ahahahaha. Now client crashes everytime 2 players are on the same screen cause to that layers :p Anyone has solved this before?
 
Last edited:

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