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Vita-Nex: Core



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Messages - Vorspire

Pages: 1 2 [3] 4 5 ... 9
31
Module Support / Re: SpellCastBars Support.
« on: March 25, 2015, 03:20:48 PM »
It is likely that clients below 7.x are unable to support some of the limit-pushing capabilities of VNc's systems; It has been primarily developed for use with 7.x+ clients.

However, I may have an idea about why it crashes your client - it uses a gump for the progress bar 'fill' overlay which I think is not available in your client;

If you use [VNC MOD and edit the module's options, you will find an option for the "GumpForegroundID" amd "GumpBackgroundID".

Modifying these to use gump art that you know for sure is in your client version, should help.

32
General Support / Re: Effects Help
« on: March 21, 2015, 10:23:04 PM »
Depending on what you want to do, there is multiple options available, all require this reference:
Code: [Select]
using VitaNex.FX;
and if EffectRender is required:
Code: [Select]
using VitaNex.Network;

To answer your question directly;
Code: [Select]
new EffectInfo( m.Location, m.Map, 0x3709, 0x1D3, 28, 10, EffectRender.SemiTransparent ).Send();

There are pre-defined wave and explosion effects that you can use, which you may have seen in a video or two, or used with the [ExplodeFX and [WaveFX commands; These effects are very easy to write:
Code: [Select]
var effect = new FireExplodeEffect( loc, map, range );

effect.Send();

These are very basic examples, there are many more combinations of arguments and properties to be used, Visual Studio's Intellisense should help you discover these.

33
General Support / Re: Upgrading to 2.2.0.0 Help
« on: March 21, 2015, 06:57:35 AM »
Looks like you have an old RunUO core, you will need to upgrade to 2.3 or later.

34
General Support / Re: Updrading to 2.2.0.0 Help
« on: March 20, 2015, 07:32:55 PM »
The VitaNexCore folder in the shard root is automatically generated by the project at runtime, this folder holds all of the critical information regarding options and settings for data persistence - All Services/Modules save their data here. Some systems export data here too.

I usually install VNc to a path like 'Scripts/VitaNex/Core/' which should contain the entire project.

If you are upgrading the project from an older version, you may be able to outright replace the entire folder, it depends on whether you care about Module data being compatible (VNc can and will correct corrupt data, but it is not always accurate).
In most cases it is safe to just wipe the project folder and replace it with the new version, but you will obviously lose any custom mods to the project that may have been made, though I doubt it will be many as people tend not to edit the project directly.

35
Module Support / Re: Help with ADM
« on: March 16, 2015, 02:59:48 PM »
Everything you need to know is in the readme file of the package. What exactly are you having problems with?

36
Module Support / Re: Help with ADM
« on: March 15, 2015, 03:24:34 PM »
Did you download the extras from the following page?

Automated Donations Module: Extras

37
General Support / Re: Super Gumps
« on: March 02, 2015, 05:05:51 PM »
The Compendium isn't one of my creations, you'd be better off asking for help from the author or over at Servuo.com where it was originally released.

38
General Support / Re: Super Gumps
« on: March 01, 2015, 05:53:02 PM »
You can supply the handler for the button when you add the button to the gump:

Code: [Select]
AddButton( x, y, normalID, pressedID, btn =>
{
    // Handle whatever you want your button to do here.
    // If you want to resend this gump, call Refresh();

    // Based on OP
    User.Say("Stable");
});

The above is short-hand using an anonymous lambda delegate, you can do exactly the same like this:

Code: [Select]
protected virtual void OnMyButtonClick(GumpButton btn)
{
    // Handle whatever you want your button to do here.
    // If you want to resend this gump, call Refresh();

    // Based on OP
    User.Say("Stable");
}
Code: [Select]
AddButton( x, y, normalID, pressedID, OnMyButtonClick );

All buttons function this way, you don't have to assign any button ID's, just the delegates (handlers).
Radios and Switches behave in a similar fashion, allowing you to specify handlers for parsing their input.

At any time, you can access the PlayerMobile object of the gump's user via the 'User' property.

Hope this helps.

39
Custom Support / Re: Customizing the Skill Codex
« on: February 12, 2015, 03:03:41 PM »
Ah OK, sorry, that AddRange method is from the next VNc update hehe, just change it slightly:

Code: [Select]
IgnoredSkills.AddRange(new[]{SkillName.Alchemy, SkillName.Macing, SkillName.Imbuing});

40
Custom Support / Re: Customizing the Skill Codex
« on: February 10, 2015, 12:14:01 PM »
No problem :)
It's good that you're asking so many questions because it's a good substitute for others who can't find the docs (until they become available) :P

41
Custom Support / Re: Customizing the Skill Codex
« on: February 10, 2015, 12:05:28 PM »
Your best option would be to create a child class that inherits the SkillCodex, then override the functions you want to change.

The SkillCodex has a way to filter skills from the list, but here is an example of what I use for some variations to it;

Code: [Select]
#region Header
//   Vorspire    _,-'/-'/  SkillCodexBase.cs
//   .      __,-; ,'( '/
//    \.    `-.__`-._`:_,-._       _ , . ``
//     `:-._,------' ` _,`--` -: `_ , ` ,' :
//        `---..__,,--'  (C) 2015  ` -'. -'
//        #  Vita-Nex [http://core.vita-nex.com]  #
//  {o)xxx|===============-   #   -===============|xxx(o}
//        #        The MIT License (MIT)          #
#endregion

#region References
using Server.Mobiles;

using VitaNex.Items;
using VitaNex.SuperGumps;
#endregion

namespace Server.Items
{
public abstract class SkillCodexBase : SkillCodex
{
private static readonly SkillName[] DefaultIgnoredSkills = {SkillName.Mysticism, SkillName.Imbuing};

public SkillCodexBase(int count, double value, bool deleteWhenEmpty, SkillCodexMode mode, SkillCodexFlags flags)
: base(count, value, deleteWhenEmpty, mode, flags)
{
IgnoredSkills.AddRange(DefaultIgnoredSkills);
}

public SkillCodexBase(Serial serial)
: base(serial)
{ }

public override bool ValidateSkill(Mobile user, Skill skill, bool message)
{
if (user is PlayerMobile)
{
var pm = (PlayerMobile)user;

if (skill.SkillName == SkillName.Spellweaving)
{
if (!pm.Spellweaving)
{
if (message)
{
pm.SendMessage(
SuperGump.DefaultErrorHue,
"You must complete the Patience or Discipline quest chains to unlock {0}.",
skill.Name);
}

return false;
}
}
}

return base.ValidateSkill(user, skill, message);
}

public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);

var version = 0;

writer.Write(version);

switch (version)
{
case 0:
{ }
break;
}
}

public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);

var version = reader.ReadInt();

switch (version)
{
case 0:
{ }
break;
}
}
}

public abstract class SkillCodexFixedBase : SkillCodexBase
{
public SkillCodexFixedBase(int count, double value)
: base(count, value, true, SkillCodexMode.Fixed, SkillCodexFlags.Base)
{ }

public SkillCodexFixedBase(Serial serial)
: base(serial)
{ }

public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);

var version = 0;

writer.Write(version);

switch (version)
{
case 0:
{ }
break;
}
}

public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);

var version = reader.ReadInt();

switch (version)
{
case 0:
{ }
break;
}
}
}
}

I use these new child classes as parents to other child derivatives - the "FixedBase" version will set the selected skills to the given value outright, rather than using an offset (like plus or minus the value).

For example, if I wanted to give them 6 skill at 100.0, this would be appropriate:

Code: [Select]
	public sealed class SkillCodexFixedBase6At100 : SkillCodexFixedBase
{
[Constructable]
public SkillCodexFixedBase6At100()
: base(6, 100.0)
{ }

public SkillCodexFixedBase6At100(Serial serial)
: base(serial)
{ }

public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);

writer.SetVersion(0);
}

public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);

reader.GetVersion();
}
}

To answer your question about ignoring skills, you can do something like this:

Code: [Select]
IgnoredSkills.AddRange( SkillName.Alchemy, SkillName.Macing, SkillName.Imbuing );

IgnoredSkills is a dynamic list available to each SkillCodex instance, any skills listed will not be shown on the gump.

42
Module Support / Re: ADM and MySQL ODBC Drivers
« on: February 09, 2015, 04:33:20 PM »
Set the DSN to null/default/blank; if a DSN is set, it will always take priority. You need to use one or the other.

43
Module Support / Re: ADM and MySQL ODBC Drivers
« on: February 09, 2015, 02:56:01 PM »
It is making the connection to the database fine, it's just not authenticating because no password is provided in the connection string.

I'm going to assume you hard-coded your MySQL configuration in the module's options file; the module's default options will be replaced when the module is loaded so changing them will not affect the module.

You need to configure the module directly, use this command:
[VNC MOD AutoDonate

44
Module Support / Re: ADM and MySQL ODBC Drivers
« on: February 08, 2015, 08:34:33 PM »
It seems that you're getting an Access Denied error when connecting, the console output indicates that no password has been used; you need to specify the password for the MySQL user you are using in order for it to connect.

45
Custom Support / Re: Cast Bars Suggestion
« on: February 03, 2015, 08:46:22 AM »
Sounds like a good idea, I'll consider it for the next release!

Currently the cast bars rely on tiled images in the gump that can not be hued, but there are new techniques that can be used to work around that; namely using html entries with a bodybgcolor set.

Here is an example that will allow you to turn the filler for the cast bars any color you want (just change Color.DarkGreen)

Code: [Select]
protected override void CompileLayout(SuperGumps.SuperGumpLayout layout)
{
base.CompileLayout(layout);

int xyPadding = Padding;
int whPadding = xyPadding * 2;

// We know that 'layout' contains this entry, so replace it with a tweaked version!
// It doesn't matter that we've added it to the layout late, it will replace and insert itself correctly.
layout.AddReplace(
"imagetiled/body/visual",
() =>
{
if (Width <= whPadding || Height <= whPadding)
{
return;
}

int x = xyPadding, y = xyPadding, w = Width - whPadding, h = Height - whPadding;

if (FlowOffset(ref x, ref y, ref w, ref h))
{
AddImageTiled(x, y, w, h, ForegroundID);

// Additional HTML entry (with background color set)
AddHtml(x, y, w, h, " ".WrapUOHtmlBG(Color.DarkGreen), false, false);
}
});
}

The above code added to the SpellCastBar gump, overrides the template from its base ProgressBarGump by replacing the entry in the SuperGumpLayout.

Pages: 1 2 [3] 4 5 ... 9

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Comments

Refresh History
  • Moderated
  • Terrapin: Hello - and thanks - thought I would check VNC out since using it in JustUO server...
    April 22, 2015, 10:20:17 PM
  • Vorspire: Hello!
    December 16, 2014, 07:11:55 PM
  • Tek: Hello
    December 15, 2014, 08:51:25 AM
  • magnus_mythos: hello
    November 18, 2014, 05:30:22 AM
  • Antares_UO: thanks Vospire
    June 15, 2014, 06:52:17 PM
  • jezika: Thank you is not enough Vorspire! This system is exactly what I was looking for.
    June 04, 2014, 06:01:11 AM
  • Vorspire: VNc 2.1.1.0 Released!
    March 10, 2014, 01:33:06 AM
  • Vorspire: VNc 2.1.0.0 Released!
    January 27, 2014, 12:57:51 PM
  • Kassandra: Many thanks for building my shard for me.  It is awesome, I'm extremely pleased with what you've done and the ongoing support!!!
    November 20, 2013, 01:31:08 AM
  • Regnak: Great news ! Thanks Vorspire :)
    November 16, 2013, 01:55:16 PM
  • Vorspire: VNc: 2.1.0.0 is being developed!
    November 13, 2013, 08:38:35 AM
  • Vorspire: VNc 2.0.0.5 Released!
    September 11, 2013, 12:49:42 AM
  • Vorspire: VNc 2.0.0.4 Released!
    August 23, 2013, 12:47:54 AM
  • Vorspire: VNc 2.0.0.3 Released!
    July 05, 2013, 12:50:13 AM
  • Kaemalux: :-)
    July 01, 2013, 01:51:13 PM
  • Vorspire: VNc 2.0.0.2 Released!
    June 20, 2013, 08:29:19 PM
  • scrlked: I am trying it out on my shard. This is taking UO to the next level.
    June 13, 2013, 11:11:16 AM
  • Vorspire: VNc 2.0.0.0 Released!
    June 03, 2013, 12:53:33 AM
  • ST33LDI9ITAL: huzzah, going on vacation in for 2 weeks soon, plan to catch up on some runuo stuff. looking forward to taking some time with it. good job!
    February 26, 2013, 06:02:30 AM
  • Vorspire: The latest, most optimised version of VNc is not far from release.
    February 22, 2013, 03:16:51 AM

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