I think we are missing something in translation. Cfgelem.Weapon would return whether there was a Weapon property inside the Cfgelem. What I want is the Type for that Element, not an element named Weapon.
Ie :
Weapon 0x5352
{
...
Weapon 1
...
}
Armor 0x5352
{
...
Weapon 1
...
}
If you have ...
Search found 30 matches
- Sun Feb 11, 2007 1:46 am
- Forum: Feature Request Archive
- Topic: Cfgfile.em suggestions
- Replies: 4
- Views: 6252
- Sun Feb 04, 2007 12:04 am
- Forum: Feature Request Archive
- Topic: Cfgfile.em suggestions
- Replies: 4
- Views: 6252
- Mon Jan 29, 2007 4:10 pm
- Forum: Feature Request Archive
- Topic: Cfgfile.em suggestions
- Replies: 4
- Views: 6252
Cfgfile.em suggestions
Not sure if these have been suggested already, and to be honest, I'm moving to another server platform anyway, but I had always found these lacking in POL before so thought I would suggest them for it's improvement.
A way to get all the properties in a given cfg element without necessarily knowing ...
A way to get all the properties in a given cfg element without necessarily knowing ...
- Thu Jan 04, 2007 1:08 pm
- Forum: General Help (097)
- Topic: CTRL-SHIFT Core Change
- Replies: 11
- Views: 10442
- Thu Jan 04, 2007 1:01 pm
- Forum: General Help (097)
- Topic: Update on Palanthir client (Varan's UO client)
- Replies: 2
- Views: 5203
Update on Palanthir client (Varan's UO client)
Varan's client (Palanthir) now fully supports up to 255 fully configurable layers.
It also fully supports the following :
Art with > 0x4000 ID's, this can be added to the MUL files with his nearly famous mulpatcher program, though POL does not support this yet.
Configurable stackable ID's (ie ...
It also fully supports the following :
Art with > 0x4000 ID's, this can be added to the MUL files with his nearly famous mulpatcher program, though POL does not support this yet.
Configurable stackable ID's (ie ...
- Tue Dec 26, 2006 7:14 pm
- Forum: General Help (097)
- Topic: Questions about Multis and > 0x4000 IDs
- Replies: 7
- Views: 8342
- Tue Dec 26, 2006 4:29 pm
- Forum: General Help (097)
- Topic: Questions about Multis and > 0x4000 IDs
- Replies: 7
- Views: 8342
- Tue Dec 26, 2006 12:23 pm
- Forum: General Help (097)
- Topic: Questions about Multis and > 0x4000 IDs
- Replies: 7
- Views: 8342
I think it would be a big mistake for the dev team to waste time working on a feature for yet-another-custom-client that's likely to go the same direction as Krioss/Iris - nowhere. Maybe when such a client really exists, and is really finished, and is really being used by actual players... until ...
- Fri Dec 22, 2006 2:33 pm
- Forum: General Help (097)
- Topic: Questions about Multis and > 0x4000 IDs
- Replies: 7
- Views: 8342
Questions about Multis and > 0x4000 IDs
How exactly are Multi IDs related to graphic IDs in POL? For instance, in the 097 distro I see :
House 0x4066
{
Name House0x4066
Graphic 0x4066
MultiID 0x66
}
The only one of those defined in MUL files is 0x66 of course. I am assuming you must assign a graphic ID to a multi? Does it HAVE to be ...
House 0x4066
{
Name House0x4066
Graphic 0x4066
MultiID 0x66
}
The only one of those defined in MUL files is 0x66 of course. I am assuming you must assign a graphic ID to a multi? Does it HAVE to be ...
- Wed Dec 20, 2006 5:53 pm
- Forum: Bug Reports (097)
- Topic: Problem with RC and resurrecting.
- Replies: 24
- Views: 21701
- Wed Dec 20, 2006 1:26 am
- Forum: Bug Reports (097)
- Topic: Problem with RC and resurrecting.
- Replies: 24
- Views: 21701
Well, layer 22 for death robe is not something that was the case before, this is new to 097 or more recent versions of 096 than what I was using(and still use primarily because of this issue alone now).
So I don't really see why this is a layer that POL would worry about, I don't see why POL even ...
So I don't really see why this is a layer that POL would worry about, I don't see why POL even ...
- Thu Dec 14, 2006 8:13 am
- Forum: Bug Reports (097)
- Topic: Problem with RC and resurrecting.
- Replies: 24
- Views: 21701
- Wed Dec 13, 2006 2:14 pm
- Forum: Contributed Scripts & Packages
- Topic: A listgump include file.
- Replies: 0
- Views: 3331
A listgump include file.
I am not sure if there is another release that does better or if the current distro has something that compares, but this one include file has nearly revolutionized the way I handle player/staff interfacing, and I thought I would share it with others.
I also included a small sample script that I ...
I also included a small sample script that I ...
- Wed Dec 13, 2006 10:49 am
- Forum: Bug Reports (097)
- Topic: Problem with RC and resurrecting.
- Replies: 24
- Views: 21701
- Tue Dec 12, 2006 11:49 pm
- Forum: Scripting Help
- Topic: Dynamically updating gumps.
- Replies: 5
- Views: 4414
- Tue Dec 12, 2006 4:36 pm
- Forum: Bug Reports (097)
- Topic: Problem with RC and resurrecting.
- Replies: 24
- Views: 21701
I'm calm, I just didn't want anyone to think I was angry or something.
As for the client, no, it isn't. There is nothing actually in the client that forces robes to be at layer 22 at all, you can in fact shuffle the layers all over the place as you please and to your pleasure. All that layers do is ...
As for the client, no, it isn't. There is nothing actually in the client that forces robes to be at layer 22 at all, you can in fact shuffle the layers all over the place as you please and to your pleasure. All that layers do is ...
- Tue Dec 12, 2006 11:34 am
- Forum: Bug Reports (097)
- Topic: Problem with RC and resurrecting.
- Replies: 24
- Views: 21701
- Tue Dec 12, 2006 11:13 am
- Forum: Bug Reports (097)
- Topic: Problem with RC and resurrecting.
- Replies: 24
- Views: 21701
- Tue Dec 12, 2006 10:23 am
- Forum: Bug Reports (097)
- Topic: Problem with RC and resurrecting.
- Replies: 24
- Views: 21701
Serious? About the layer needing to be 22 I mean? Can a dev confirm this? Because I specifically switched around the layers on my shard because I didn't like the way OSI did them and have been using a custom setup forever now that has worked fine with 096. I don't see why the core would suddenly ...
- Tue Dec 12, 2006 1:15 am
- Forum: Bug Reports (097)
- Topic: Problem with RC and resurrecting.
- Replies: 24
- Views: 21701
- Mon Dec 11, 2006 9:30 pm
- Forum: Bug Reports (097)
- Topic: Problem with RC and resurrecting.
- Replies: 24
- Views: 21701
- Mon Dec 11, 2006 9:07 pm
- Forum: Bug Reports (097)
- Topic: Problem with RC and resurrecting.
- Replies: 24
- Views: 21701
- Mon Dec 11, 2006 8:05 pm
- Forum: Bug Reports (097)
- Topic: Problem with RC and resurrecting.
- Replies: 24
- Views: 21701
Tried it at the distro shard and it didn't crash.
I'm still at a loss though. I'm using the .res of old 094, which was a simple script that worked through 094, 095, 096. I guess something is not working with the item, yet I can equip the item if I just .create 0x1f03 and drag it onto the paperdoll ...
I'm still at a loss though. I'm using the .res of old 094, which was a simple script that worked through 094, 095, 096. I guess something is not working with the item, yet I can equip the item if I just .create 0x1f03 and drag it onto the paperdoll ...
- Mon Dec 11, 2006 3:32 pm
- Forum: Feature Request Archive
- Topic: moble.isA(POLCLASS_PC)
- Replies: 1
- Views: 3080
moble.isA(POLCLASS_PC)
It would be nice if the method function isA would accept a new constant POLCLASS_PC, which would basically just do the check to see if it is a POLCLASS_MOBILE & not a POLCLASS_NPC.
Sure, it's easily scriptable, and you can do it in a include file, but if it existed in the core it would be a ...
Sure, it's easily scriptable, and you can do it in a include file, but if it existed in the core it would be a ...
- Mon Dec 11, 2006 2:08 pm
- Forum: Bug Reports (097)
- Topic: Problem with RC and resurrecting.
- Replies: 24
- Views: 21701
This is my itemdesc entry for it.
I don't really see anything per say that raises any red flags. If I create the item and equip it via the paperdoll it equips just fine.
Armor 0x1F03
{
Name deathrobe
AR 2
Coverage Body
Coverage Legs
Coverage Arms
newbie 1
maxhp 1
dyeable 1
equipscript :combat:equip
unequipscript :combat ...
Armor 0x1F03
{
Name deathrobe
AR 2
Coverage Body
Coverage Legs
Coverage Arms
newbie 1
maxhp 1
dyeable 1
equipscript :combat:equip
unequipscript :combat ...