A couple of problems

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RandallFlagg26
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A couple of problems

Post by RandallFlagg26 »

I'm using:
UOX3 v0.98-4.0h
Razor v1.0.12.16
UO Version 4.0.11c (Patch 0)
Stranf's World Starter Kit V *1/18/07*

3 problems:

1. When I choose the Advanced option on the "Choose a Trade for Your Character" to set up a character I always get the map of Britania so that I can choose a city to start the fun. However, it never sends me to the right city. Is there a way to correct this? If yes, then is there a way to turn on that feature for all of the other trades? As of right now, if you choose any other trade, you don't get the map.

2. I'm not getting the Misc. option on the Blacksmithy gump so that I can melt down weapons and armor.

3. When I go fishing I get ruined paintings, other assorted paintings, broken chairs, broken clocks, ribs and piles of bones which I can't move out of my backpack without using a GM to 'set movable 1. If I catch gems, fish or gold there's no problem. Earlier this morning, I posted about this problem under the topic of "Immovable objects in backpack", which was originally posted by Osprey back in July of 2008. Although from the subsequent posts I was unable to determine what the exact fix is for the problem.

I've been gettin' my kids into it and they're actually starting to prefer UOX3 to their XBox 360. Thanks a million for all of the work that you guys have put into this project.
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Xuri
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Post by Xuri »

1. Not sure when exactly the town-selection stuff stopped working for UOX3, but it has been a while since it worked, and I think the code currently defaults to the first start-location from your uox.ini file. So if you want all characters to start in the same location, you should be able to by change that by changing the first start-location.

Other possible work-arounds, if the above suggestion doesn't work or if it's not enough:
A) A global js-script that gives the player a custom town-selection menu after logging in. A very simple version of this can be found here:
Town Selection Script for new characters - though I started working on a newer version of it earlier today, which I'll finish up after work. Check out an early screenshot here. Looks pretty close to the original town-selection screen, though I swapped out the buttons on the map with ones that are easier to see :P Click on button once to "soft-select" town + get description, click again on same button (or on continue-button) to actually select said town and teleport there.

B) A global js-script that automatically teleports all newly created characters to a specific location (following the same setup as the town-selection script above, but without the gump/menu-stuff and buttons and such)

2) The current way to melt down stuff in UOX3 is to double-click on a forge, then target the item to melt down. This currently only works with actual player-created items though, so if you test with a GM-character it won't work :P Should probably turn that into an uox.ini option that lets you melt any metal-object, somehow.

3) Not sure about this yet, will check after work. The problem mentioned in the other thread shouldn't be related, though. You can double-check by using the 'ALLMOVE ON gm command then try to move the items out of your backpack. If you're able to move them, it just means the fishing script is adding items that are by default set to be non-movable.
-= Ho Eyo He Hum =-
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Xuri
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Post by Xuri »

Done with my rewrite of the town-selection script, which - unlike the one built into character creation - will actually teleport you to the town of your choosing, and it will also give the same option to characters who picked any of the "class"-templates" during character creation.

Advanced Town Selection Script

As for the fishing-problem, it's caused by items being included in DFNDATA\ITEMS\ITEMLISTS\fishinglist.dfn that are by default not movable in the client. Either remove/replace those items in fishinglist.dfn, or add the MOVABLE=1 tag to the definitions of those items to make any new ones that are spawned movable. Existing ones can be made movable through the GM command 'SET MOVABLE 1.
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RandallFlagg26
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Post by RandallFlagg26 »

Could you tell me where I can find the definitions of those unmovable items?
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Xuri
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Post by Xuri »

They are scattered about a bit, I'm afraid, so you might have to do some hunting through the various .dfn files in the DFNDATA/ITEMS/ folder. Windows search, or another program that can search through the contents of files for specific words might be useful for this.

Some are obvious from the filenames - like paintings being found in DFNDATA/ITEMS/BUILDING/DECS/tapestries_paintings.dfn, but not all of them are.
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RandallFlagg26
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Post by RandallFlagg26 »

Thank you for the information. I went ahead and defined new items in the fishinglist.dfn, making movable - 1 and then used those newly defined items in the itemlists in the fishinglist.dfn file.
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