prototack / runuomondains

Automatically exported from code.google.com/p/runuomondains
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New issues #12

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
1. Twaulo hue is not correct, your old hue is correct but the one isn't.

2. Actually this is not about your project but i wanted to tell you. Some 
spawns are not correct according to OSI.

  First one; Twisted Weald
  - Thorny Briar spawn is missing.
  - Named Monsters are spawning 4 for each of them in swamp area. But for 
OSI accuracy, this area must have a trap spawn. I mean when you walk 
around there  you can hear *tick* sound and then named monsters are 
spawning. ( spider kind named monsters ).

  - Same thing goes for Blighted Grove. Insane Dryads are spawning via 
trap spawner. When you walk near to bush/tree they spawn here.

As I mentioned, this is not about your project i think this is about 
Nerun's distro but i wanted to tell you.

Best regards.

Original issue reported on code.google.com by mightyodhinn@gmail.com on 12 Jul 2009 at 7:58

GoogleCodeExporter commented 9 years ago
Added new issues
-----------------

-Crafted Artifacts min/max hit points issue.
Crafted Artifacts do not have original min/max hits. They have random hits when 
they 
are crafted ( like normal crafted items ). But They must have 255/255 min/max 
hits.

For example; http://www.uoguide.com/Song_Woven_Mantle

Craftable Artifacts cannot have additional Item Properties added using Runic 
Tools, 
nor can they typically receive Exceptional bonuses. If they can be damaged, 
their 
maximum Durability can be increased back to the original of 255 via Powder of 
Fortifying. 

Fix
----

BaseArmor.cs

Find OnCraft function

Find ;

            if ( !craftItem.ForceNonExceptional )
            {
                Type resourceType = typeRes;

                if ( resourceType == null )
                    resourceType = craftItem.Ressources.GetAt( 
0 ).ItemType;

                Resource = CraftResources.GetFromType( 
resourceType );
            }

Add, after

            if (craftItem.ForceNonExceptional)
            {
                m_HitPoints = 255;
                m_MaxHitPoints = 255;
            }

BaseWeapon.cs

Find OnCraft function;

Find;

                if (!craftItem.ForceNonExceptional)
                    Resource = CraftResources.GetFromType(resourceType);

Add, After;

                if (craftItem.ForceNonExceptional)
                {
                    m_Hits = 255;
                    m_MaxHits = 255;
                }

- ML weapons Issue;

Some ml weapons' construct is not appropriate for the original form.

For example;

Cold forged blade is a fencing weapon. But svn incorrect. Because Cold Forged 
Blade 
is an elven spell blade and elven spell blade used BaseKnife but it is 
incorrect, 
BaseKnife is sword.

Ones effected from this issue. 

Assassin Spike - Original Fencing / SVN Swordsmanship
Elven Spell Blade - Original Fencing / SVN Swordsmanship
Leaf Blade - Original Fencing / SVN Swordsmanship

- Crimson Cincture Issue

It must have 5 Dex bonus not 5 str.

- All ML weapon abilities are missing.

- Exorcism has some shrine locations for felucca but it always send the player 
to 
same location ( because all champion spawns' coordinates are near there ).

- Cloak of Humility quest is missing. So Virtue Armor Set won't complate.

Original comment by mightyodhinn@gmail.com on 12 Jul 2009 at 10:35

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
- Cloak of Humility quest is missing. So Virtue Armor Set won't complate.
 Yep sure is.

- All ML weapon abilities are missing.
 If you mean Primary and Secondary abilities, try again.

- Crimson Cincture Issue
 Fixed in next update.

Assassin Spike - Original Fencing / SVN Swordsmanship
 Try again.

Elven Spell Blade - Original Fencing / SVN Swordsmanship
 Fixed in next update.

Leaf Blade - Original Fencing / SVN Swordsmanship
 Fixed in next update.

-Crafted Artifacts min/max hit points issue.
 Fixed in next update.

- Exorcism has some shrine locations for felucca but it always send the player 
to 
same location ( because all champion spawns' coordinates are near there ).
  Sounds like RunUO issue to me.

- Thorny Briar spawn is missing.
 Fixed in next update.

- Twaulo hue is not correct
 Fixed in next update.

- Named Monsters are spawning 4 for each of them in swamp area.
 Fixed in next update.

Original comment by ShaiTanMalkier@gmail.com on 15 Jul 2009 at 1:24

GoogleCodeExporter commented 9 years ago
Yes i mean primary and secondary ml abilities.

Bladeweave 
Force Arrow 
Force of Nature 
Lightning Arrow 
Moving Shot 
Psychic Attack 
Serpent Arrow  

they doesn't work because weapon/abilites directory doesn't contain them. cs 
files
missing. 

Original comment by mightyodhinn@gmail.com on 15 Jul 2009 at 2:37

GoogleCodeExporter commented 9 years ago
They are about 1/4 done.  They are in the WeaponAbility.cs file but have not 
actually
been coded yet by anyone.

Original comment by ShaiTanMalkier@gmail.com on 15 Jul 2009 at 3:14

GoogleCodeExporter commented 9 years ago
Well let me rephrase that.  They are being worked on just not made official yet.

Original comment by ShaiTanMalkier@gmail.com on 15 Jul 2009 at 9:04

GoogleCodeExporter commented 9 years ago
I found an issue about quiver. 

For example;

When you put 499 arrows in quiver after putting 1 arrow you can see the amount 
as 500
both in quiver container and mouseover screen message.

But when you put 1 arrow after putting 499 arrows in quiver you can see the 
amount
still 499 on mouseover screen message, 500 in quiver container.

Same thing goes for putting 1 or 2 arrows after putting  498 arrows on mouseover
screen message, 499 or 500 in quiver container.

Probably it will be the same for amounts lower than 498 too. But i tried putting
first 250 arrows and there was no problem.

for your information.

best regards.

Original comment by mightyodhinn@gmail.com on 16 Jul 2009 at 5:43

GoogleCodeExporter commented 9 years ago
I said;

- Named Monsters are spawning 4 for each of them in swamp area. But for 
OSI accuracy, this area must have a trap spawn. I mean when you walk 
around there  you can hear *tick* sound and then named monsters are 
spawning. ( spider kind named monsters ).

  - Same thing goes for Blighted Grove. Insane Dryads are spawning via 
trap spawner. When you walk near to bush/tree they spawn here.

You did;

- Named Monsters are spawning 4 for each of them in swamp area.
 Fixed in next update.

-----

But i didn't mean this exactly. They must spawn via trap spawner. Both of them (
Insane Dryad and spider kind mobs )

Explanation;

http://www.uoguide.com/Blighted_Grove

The insane dryads that must be killed for the quest are not hard. However, they 
will
becalm you, so be prepared. You have to do a good chunk of damage to them to get
credit for the quest, as individuals. To find the dryads run past the gnarled 
looking
trees, they will pop out and chase you. They are on what appears to be a 5 
minute
spawn timer. Watch out for the named monsters while dryad hunting, they can 
make life
hard and death easy. 

http://www.uoguide.com/Twisted_Weald

Finally, the quicksand maze opens up into a deadly swamp. Do not step on the 
watery
parts, unless you want to spawn several very dangerous spiders. The spiders that
spawn from disturbing the waters do not contain the keys needed to challenge 
Dread
Horn, though there is a quest that requires you to kill them. 

Stepping in the swamp water tiles where Irk, Guile, and other named bosses 
reside
will spawn several (4-6?) spiders that auto-target you.

FYI

Best regards,

Original comment by mightyodhinn@gmail.com on 16 Jul 2009 at 6:31

GoogleCodeExporter commented 9 years ago
- But i didn't mean this exactly. They must spawn via trap spawner. Both of 
them (
Insane Dryad and spider kind mobs )

For now if you want them to be spawned as per OSI. Use the XML Spawner.  That 
way you
can do the area thing with a click sound.  That's what's it is in there for.  
Those
custom spawns that a regular spawner/premium spawner cannot do.

Or you can go here....  
http://www.runuo.com/forums/custom-script-releases/88107-mondains-legacy-prismof
light-dungeonmap.html.
Erica has them as proximity spawns already made up in XML format for the 
Peerless
Dungeons.

And as far as the quivers go.  Yes the quivers are bugged.  It is known.

Original comment by ShaiTanMalkier@gmail.com on 16 Jul 2009 at 8:44

GoogleCodeExporter commented 9 years ago

Original comment by ShaiTanMalkier@gmail.com on 19 Jul 2009 at 9:10