[FIXED] Errors/omissions spotted in Xuri's UOX3 Guide 3.0

Here we stuff all the bugs we've managed to squash/squish/squelch.
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Hannes-Erich
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Errors/omissions spotted in Xuri's UOX3 Guide 3.0

Post by Hannes-Erich »

NOTE: This is by no means a complete list, but Xuri indicated via IRC that he was ready to see its state thus far.

ERRORS:

1. http://homefree.sensewave.com/~s107293/ ... #moongates
'ALLMOVE ON/OFF can be used to make a moongate movable. Xuri
verified in IRC that a method for making moongates movable is
not given in the section on moongates. (Another method is:
'SET MOVABLE 1, then 'MOVETOBAG -- Phao.)

2. http://homefree.sensewave.com/~s107293/ ... tm#vendors
The guide claims 'SETSHOPRESTOCKRATE may be used to set the
restock rate per vendor. XURI confirmed in IRC that this is a
GLOBAL command. If you need to return your shard's vendors to
UOX3's default restock rate, it is 300 (every 5 minutes).

3. http://homefree.sensewave.com/~s107293/ ... m#spawning
Console gives a bad script error on 'SET TYPE 69, when using
'SET SPAWNSECTION to reference a DFN ID. XURI verified in IRC
that the guide's instructions are incorrect. When spawning NPCs,
'SET SPAWNSECTION should reference a DFN entry's name, not ID.
IDs are used only for spawning items.
EDIT: From IRC
<Xuri> IDs aren't used for spawning items either :)
<Xuri> It's just that most items in the DFNs use their ID as [header]

4. http://homefree.sensewave.com/~s107293/ ... tm#vendors
'SET SELLVALUE and 'SET BUYVALUE are switched around.

5. http://homefree.sensewave.com/~s107293/ ... on2.htm#MB
MSG Board IDs are switched around


OMISSIONS:

1. http://homefree.sensewave.com/~s107293/ ... housedeeds
No instructions given on moving or removing a placed house.

2. http://homefree.sensewave.com/~s107293/ ... on2.htm#DO
"Place a flamestrike animation object on ground." No instructions
given on where to look for flamestrike animation's ID.

3. http://homefree.sensewave.com/~s107293/ ... on2.htm#MG
Monster gates don't seem to be working. Incorrect instructions?
EDIT: UOX3 bug - See Xuri's & Grimson's posts below for fix.
Last edited by Hannes-Erich on Tue Sep 04, 2007 1:27 am, edited 2 times in total.
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Post by Hannes-Erich »

Correction added to error # 3 in the list.
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Xuri
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Post by Xuri »

Errors 1 through 5 fixed.

Omissions 1 & 2 fixed.

Omission #3, MonsterGates not working appears to be a bug in UOX3. I ran a debug on it, and the code halted on the following lines in void MonsterGate() in npcs.cpp:

Code: Select all

	ScriptSection *Monster = FileLookup->FindEntry( UString( scriptEntry ).stripWhiteSpace(), npc_def );
	if( Monster == NULL )
		return;
-= Ho Eyo He Hum =-
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Post by Grimson »

Xuri wrote:Omission #3, MonsterGates not working appears to be a bug in UOX3. I ran a debug on it, and the code halted on the following lines in void MonsterGate() in npcs.cpp:

Code: Select all

	ScriptSection *Monster = FileLookup->FindEntry( UString( scriptEntry ).stripWhiteSpace(), npc_def );
	if( Monster == NULL )
		return;
No bug in the code but in the set.js script, it treats the DESC property as an integer but it should be a string.

Find the following:

Code: Select all

	case "DESC":
		ourItem.desc = nVal;
		okMsg( socket );
		break;
and replace it with:

Code: Select all

	case "DESC":
		ourItem.desc = socket.xText.substring( 5 );
		okMsg( socket );
		break;
I've fixed it on CVS.
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Post by Xuri »

Nice :) Then all the points in the original post have been corrected ;)
-= Ho Eyo He Hum =-
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Post by Hannes-Erich »

Error # 3: The moongates section still needs a reference to either 'MOVETOBAG or 'ALLMOVE ON/OFF. 'SET MOVABLE 1, while necessary, does not work with moongates when used by itself. Is this a bug?

Meanwhile, here's an alternative (I just tested this in-game to make sure it's correct):

Step 3: Use 'SET MOVABLE 1 on the moongate, then use 'MOVETOBAG on it, and go place it at whatever location you want your players to be able to teleport from (you should now be able to move it out of your bag and around on the ground).
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Post by Xuri »

Omission #3 correct completely, and thus, no outstanding issues in this thread. [Fixed?]
-= Ho Eyo He Hum =-
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