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Vita-Nex: Core

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Messages - Vorspire

Pages: [1] 2 3 ... 9
Announcements / Vita-Nex: Core Released!
« on: July 10, 2018, 09:25:40 PM »
Vita-Nex: Core has been updated to version!

Click here to get the latest version!

Discussions, Support and Service/Module releases can be found on the ServUO forums.

This version requires RunUO 2.7 or ServUO 55

General Support / Re: Effects Help
« on: January 15, 2017, 06:47:33 PM »
What if I wanted a monster to use one of these visual effects in conjunction with a damage effect. Take Sand Vortex, for example. Its using m.FixedParticles( 0x36B0, 10, 25, 9540, 2413, 0, EffectLayer.Waist ); for the visual.

You can construct an EffectInfo object for this purpose, but they use the same methods in the Server.Effects class. The convenience of EffectInfo is that you can re-use it multiple times by calling Send() successively.

When it comes to using the explosion effects for dealing damage, it is recommended to provide an effect handler method to be called on each effect in the explosion's queue.

Code: [Select]
var fx = new FireExplodeEffect(target, target.Map, ExplosionRange)
EffectHandler = e =>
// Don't repeat damage for multiple effects on the same tile
if (e.ProcessIndex != 0)

Code: [Select]
public virtual void ExplosionDamage(EffectInfo info)
Effects.PlaySound(info.Source.Location, info.Map, ImpactSound);

foreach (var m in
info.Source.Location.GetMobilesInRange(info.Map, 0)
.Where(m => m != null && !m.Deleted && User.CanBeHarmful(m, false, true)))
m.Damage(Utility.RandomMinMax(DamageMin, DamageMax), User, true);

This code can be found in the ThrowableBomb code in Vita-Nex.

You need to compile RunUO with NEWPARENT defined.

If you're using a batch file to compile, add this to the arguments;


Module Support / Re: ADM Assistance
« on: May 18, 2016, 09:23:25 PM »
The new module doesn't use databases.

Use [DonateAdmin to set everything up.

Point your web form IPN url to your server's IP, according to the descriptions for each option in the gump.

You must allow your server to listen to requests on port 80.
If you have apache or IIS enabled and using port 80, then the donations module will not work.

PayPal requires port 80 for communicating IPN data, it will not connect to any other port.

Transactions can be managed in real-time in the [DonateAdmin gump.

General Discussion / Re: Suggestion
« on: April 24, 2016, 06:23:15 PM »
This can usually be done with the right commands, or if you have XmlSpawner installed, you can use [XmlFind - which is an extremely advanced interface designed to do what you want.

I usually try to add features to VNc that haven't been done, or if they have, can be improved upon. In this case, XmlFind is more advanced than anything.

Of course, if you don't have or want to use XmlSpawner, I'll see what I can do about adding this feature, no problem! (I'm not great at gump design, which is why I don't often do it)

General Discussion / Re: ToolBar Enable
« on: March 23, 2016, 12:07:45 AM »
The Toolbar command can be changed in the module's options.

Use Command: [VNC MOD Toolbars
Click Config, then Options.
Change "PopupCommand" value from "Toolbar" to anything you like.
Enable the module.

General Discussion / Re: Cheers
« on: October 14, 2015, 10:41:08 AM »
Strong as ever, next release coming soon :P

General Support / Re: How do I install VNc
« on: October 08, 2015, 02:02:13 AM »
No, that sounds like a RunUO issue, try posting about it over there as I'm not sure at this point what the problem is. Maybe someone else has had the same issue, but I've not seen that before.

General Support / Re: How do I install VNc
« on: October 07, 2015, 08:19:56 PM »
You need to update IEntity.cs in your shard core https://github.com/ServUO/ServUO/blob/master/Server/IEntity.cs

General Support / Re: How do I install VNc
« on: October 07, 2015, 06:29:04 PM »
Download the archive and unpack it all to a new folder;


Such that after install, VNC.cfg is located at;


If everything goes to plan, you should just be able to run your shard without configuring anything.

Module Support / Re: Battle Rewards that are tied to the PlayerMobile
« on: October 01, 2015, 01:05:41 PM »
If you're having trouble distributing points directly to a PlayerMobile instance (ex; PlayerMobile.PvPPoints), you could create a new Item that when added to a Player's Bank or Pack, would be consumed and credited to their PvPPoints value.

You can do this by overriding the Item.OnAdded method in your custom item class and detecting whether the current Item.RootParent is a PlayerMobile or not.

Code: csharp [Select]

public override void OnAdded(object parent) // may be 'IEntity parent'
    base.OnAdded( parent );

    var owner = this.RootParent as PlayerMobile;

    if( owner != null )
        owner.PvPPoints += this.Amount;

Future versions of the battle system will include a way to set a property name and will utilize VNc's 'ObjectProperty' class to do so.

General Discussion / Re: Donation module
« on: August 12, 2015, 05:10:08 AM »
It comes pre-packaged with the project in the Modules directory.
You will need to download the web service side of it separately from the downloads section on this site.

General Support / Re: Where to start?
« on: August 03, 2015, 07:16:41 PM »
Unfortunately, I didn't ever get around to producing extensive documentation for the project, but if you look around some posts here, I have provided some examples to help others.
There is a Wiki page on Assembla project page that has a short tutorial on SuperGumps.

The quickest way to find commands is by using [MyCommands - all commands available to your access level will be listed and searchable using the gump.

A Service or Module class definition are fairly simple, a skeleton Service class would look like this;
Code: [Select]
[CoreService("My Service")]
public static class MyService
    public static CoreServiceOptions CSOptions { get; private set; }

    static MyService()
        CSOptions = new CoreServiceOptions(typeof(MyService));

    private static void CSConfig() // Global Configure hook
    { }

    private static void CSInvoke() // Global Initialize hook
    { }

    private static void CSSave() // World Save hook
    { }

    private static void CSLoad() // World Load hook
    { }

    private static void CSDispose() // Invoked when server closes/exits
    { }

A typical Module class definition;
Code: [Select]
[CoreModule("My Module")]
public static class MyModule
    public static CoreModuleOptions CMOptions { get; private set; }

    static MyModule()
        CMOptions = new CoreModuleOptions(typeof(MyModule));

    private static void CMEnabled() // Invoked when module is enabled
    { }

    private static void CMDisabled() // Invoked when module is disabled
    { }

    private static void CMConfig() // Global Configure hook
    { }

    private static void CMInvoke() // Global Initialize hook
    { }

    private static void CMSave() // World Save hook
    { }

    private static void CMLoad() // World Load hook
    { }

    private static void CMDispose() // Invoked when server closes/exits
    { }

Note the differences; Services do not have the ability to enable/disable - they are perma-enabled; Modules have CMEnabled and CMDisabled to handle the transition of the enabled state.
Also, the methods must be defined with their respective prefix, either CS or CM, meaning CoreService and CoreModule respectively. The Services and Modules are loaded with Reflection and the methods defined with these prefix' are automatically detected and called if they are defined.
The CoreServiceOptions and CoreModuleOptions can be derived in order to add a custom options class; these options are automatically serialized, so you don't have to worry about writing I/O logic.

All properties and methods shown in the examples above are optional and do not need to be defined; if a method is not defined, it will not be used, if a property is not defined, a default value will be used where required; in the case of the options property, a default instance of the CoreServiceOptions or CoreModuleOptions class is used - the options property overrides the default if defined.

General Support / Re: Checking for VNC
« on: July 31, 2015, 10:16:46 PM »
Yes, you would have to use reflection to do it though;

Code: [Select]
Type explodeFXType = ScriptCompiler.FindTypeByFullName("VitaNex.FX.FireExplodeEffect");

if(explodeFXType != null)
    IPoint3D targetLoc = Point3D.Zero;
    Map targetMap = Map.Felucca;
    int range = 5;

    object[] args = new object[]

    object explodeFX = Activator.CreateInstance(explodeFXType, args);

    MethodInfo mi = explodeFXType.GetMethod("Send");

    if(mi != null)
        mi.Invoke(explodeFX, null);  // Send()

Module Support / Re: ADM Assistance
« on: July 29, 2015, 11:41:51 PM »
Glad you got it fixed though :D There is no time wasted, every journey has a destination worth visiting at least once.

Pages: [1] 2 3 ... 9

Download VNc

Recent Topics

Vita-Nex: Core Released! by Vorspire
[July 10, 2018, 09:25:40 PM]

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[May 18, 2016, 09:30:37 PM]

ADM Assistance by Vorspire
[May 18, 2016, 09:23:25 PM]

Suggestion by Vorspire
[April 24, 2016, 06:23:15 PM]


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 Released!
    March 10, 2014, 01:33:06 AM
  • Vorspire: VNc 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: is being developed!
    November 13, 2013, 08:38:35 AM
  • Vorspire: VNc Released!
    September 11, 2013, 12:49:42 AM
  • Vorspire: VNc Released!
    August 23, 2013, 12:47:54 AM
  • Vorspire: VNc Released!
    July 05, 2013, 12:50:13 AM
  • Kaemalux: :-)
    July 01, 2013, 01:51:13 PM
  • Vorspire: VNc 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 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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