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Automatically exported from code.google.com/p/runuo
It is possible to enable the OPL with UOR expansion, but the server will send
the wrong spellbook content and the client will not display any spell
To fix this issue, I just checked for AOS expansion OR OPL enabled setting
Scripts/Items/Skill Items/Magical/Spellbook.cs
line 548 (Revision 1072)
Change:
if ( Core.AOS )
To:
if ( Core.AOS || ObjectPropertyList.Enabled )
Original issue reported on code.google.com by [email protected]
on 5 Aug 2013 at 11:08
What steps will reproduce the problem?
1.Use a blacksmith recipe
2.Craft the item with a runic hammer
3.it override instead of adds if the same mod is rolled.
What is the expected output? What do you see instead?
The expected output is for the guaranteed mods to stack instead of being
overridden. Twinkling Scimitar with the guaranteed mod should beable achieve a
maximum of 21 defense chance increase. That one is just the example i used but
it is the same for all of the recipes.
Please provide any additional information below.
Silver etched mace should keep its super slayer with a chance at getting a
double slayer, and the guaranteed slayer should be undead instead of demon.
And right now when u roll the same slayer from the runic it negates both of
them resulting in no slayer given.
Original issue reported on code.google.com by [email protected]
on 28 Feb 2013 at 6:10
Hi,
is there some make file?
I would like to create a fun server with low gold amounts, some things I would
like to dump and build my own server.
Cheers
Original issue reported on code.google.com by [email protected]
on 4 Feb 2014 at 1:22
The publish 81 from OSI released a new client version (7.0.30.0) which has some
minor changes of the Status Packet. It has 30 new bytes to the end of the
packet that display LRC, LMC and other 13 infos to the status bar
The packet documentation is:
byte ID (11) (Classic Client ONLY!!!)
word Packet Size
dword Serial
char[30] Name
word Hit Points
word Maximum Hit Points
byte Allow Name Change (0x01 = yes, 0x00 = no)
byte Supported Features (0x02 = T2A attributes, 0x03 = Renaissance
attributes, 0x04 = AOS attributes, 0x05 = ML attributes, 0x06 = 7.0.30.0
extended status)
byte Gender
word Strength
word Dexterity
word Intelligence
word Stamina
word Maximum Stamina
word Mana
word Maximum Mana
dword Gold
word Armor Rating (Physical Resistance since AOS)
word Weight
word Maximum Weight (ML attribute)
byte Race (0x01 = Human, 0x02 = Elf, 0x03 = Gargoyle) (ML attribute)
word Stat Cap (T2A attribute)
byte Followers (Renaissance attribute)
byte Maximum Followers (Renaissance attribute)
word Fire Resistance (AOS attribute)
word Cold Resistance (AOS attribute)
word Poison Resistance (AOS attribute)
word Energy Resistance (AOS attribute)
word Luck (AOS attribute)
word Minimum Weapon Damage (AOS attribute)
word Maximum Weapon Damage (AOS attribute)
dword Tithing Points (AOS attribute)
word physical res cap
word fire res cap
word cold res cap
word poison res cap
word energy res cap
word defense chance increase
word defense chance increase cap
word hit chance increase
word swing speed increase
word weapon damage increase
word lower reagent cost
word spell damage increase
word faster cast recovery
word faster casting
word lower mana cost
Original issue reported on code.google.com by [email protected]
on 12 Apr 2013 at 3:32
I dont know if thats a RunUO or a razor bug, but Razor dont get the changes in
position if you move on a boat with smooth movement.
Only when reset, I.E by recalling, it is recalibrated again.
#You can also see that the UO Positioning System is not updating when you move
on a boat
What steps will reproduce the problem?
1. Recall to a boat
2. Record Macro: Double click fishing pole, target water next to you, convert
to relloc (i.e 2,-1)
3. Move boat a few tiles
4. Play macro, tile is out of range, when retargeting to the same relative
location, it displays the delta (i.e. 42,-1)
5. Recall to boat again, target the same tile, it is (2,-1) again.
What is the expected output? What do you see instead?
The position should be updated, but is not.
What version of the product are you using? On what operating system?
On UO Demise, Client 7.0.30.3, Razor 1.0.13
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 20 May 2013 at 8:42
What steps will reproduce the problem?
1. RunUO startup
2. Client Login
3. 100% Repeat.
What is the expected output?
After creating a character, editing the clothing, hair, facial hair, and race.
Character is spawned into world as created. And equipment is equipped and/or
usable.
What do you see instead?
When spawned into world, character is completely naked, no facial hair, nor
head hair, and the race is human regardless what was chosen. Nothing can be
equipped, be it weapon or clothing.
What version of the product are you using? On what operating system?
RunUO server 2.3r987 full,
Classic 2d Client 7.0.24 from eamythic, converted .uop extensions to .mul using
LegacyMulConverter
OS Windows 8.1 64bit
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 14 Dec 2014 at 1:56
What steps will reproduce the problem?
1. Run Mono-HardFloat on Raspberry Pi
2. Simply compile RunUO with gmcs
3. Run Mono and wait till worldsave -> crash
4. Result:
RunUO - [www.runuo.com] Version 2.2, Build 4870.18636
Core: Running on .NET Framework Version 2.0.50727
Core: Running with arguments: -debug
Core: Unix environment detected
Scripts: Compiling C# scripts...done (cached)
Scripts: Skipping VB.NET Scripts...done (use -vb to enable)
Scripts: Verifying...done (2924 items, 742 mobiles) (8.18 seconds)
Regions: Loading...done
World: Loading...done (0 items, 0 mobiles) (0.12 seconds)
ServerList: Auto-detecting public IP address...done ()
This server has no accounts.
Do you want to create the owner account now? (y/n)
Username:
Password:
Account created.
Listening: 127.0.0.1:2593
Listening:xxx.xxx.xxx.xxx:2593
Core: Using standard save strategy
World: Saving...Error:
System.NullReferenceException: Object reference not set to an instance of an
object
at Server.BinaryFileWriter.Write (Double value) [0x00000] in <filename unknown>:0
at Server.Mobiles.BaseCreature.Serialize (Server.GenericWriter writer) [0x00000] in <filename unknown>:0
at Server.Engines.MLQuests.Definitions.Aurelia.Serialize (Server.GenericWriter writer) [0x00000] in <filename unknown>:0
at Server.StandardSaveStrategy.SaveMobiles (Server.SaveMetrics metrics) [0x00000] in <filename unknown>:0
at Server.StandardSaveStrategy.Save (Server.SaveMetrics metrics, Boolean permitBackgroundWrite) [0x00000] in <filename unknown>:0
at Server.World.Save (Boolean message, Boolean permitBackgroundWrite) [0x00000] in <filename unknown>:0
at Server.Misc.AutoSave.Save (Boolean permitBackgroundWrite) [0x00000] in <filename unknown>:0
at Server.Misc.AutoSave.OnTick () [0x00000] in <filename unknown>:0
at Server.Timer.Slice () [0x00000] in <filename unknown>:0
at Server.Core.Main (System.String[] args) [0x00000] in <filename unknown>:0
Crash: Generating report...done
Terminated
What is the expected output? What do you see instead?
Expected is a world save, I get a crash. The files of the mobile save are
created but not more files.
What version of the product are you using? On what operating system?
Latest SVN 1057; Mono with hardflot but same error with softfloat (standard
debain repo)
Please provide any additional information below.
Raspberry Pi; Already posted here on the first page:
http://www.raspberrypi.org/phpBB3/viewtopic.php?f=34&t=37174
Original issue reported on code.google.com by [email protected]
on 2 May 2013 at 4:01
What steps will reproduce the problem?
1.start one game of chess.
2.
3.
What is the expected output? What do you see instead?
The bottom right square of chess must be always white it is one chessrule, but
instead when u begin one chess game the bottom right square is black.
What version of the product are you using? On what operating system?
ultima online demise,windows 7.
Please provide any additional information below.
The bottom right square in one chess game MUST always be WHITE, this is one LAW
in chessgame. thanks for ur time.
Original issue reported on code.google.com by [email protected]
on 6 Sep 2013 at 5:43
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