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APPROVED: Blank recall runes on caster keys

Posted: Thu Sep 25, 2008 9:07 am
by Harabakc
Can we get a blank recall rune slot added to the spell caster keys?

Re: Blank recall runes on caster keys

Posted: Thu Sep 25, 2008 10:26 am
by Efanchenko_MM
Only problem with this as far as i can see is the keys normaly combined the stuff you add to it to make one tool with more uses etc... and if you do it to so when you extract the runes they are individual then your backpack will be scattered with runes....

Just a thought, but would be a nice addition maybe do it so you could select how many you want to extract maybe...

Just thought I'd have my say :)

Re: Blank recall runes on caster keys

Posted: Thu Sep 25, 2008 11:30 am
by +Colibri
Yea actually a good idea. Will do (since we already have a modified version, I'll have to do it, it's not hard anyway).

Are there any other very common things that can't be put on any keys?

Re: Blank recall runes on caster keys

Posted: Thu Sep 25, 2008 11:30 am
by Llexa
I would agree with the fact that they are not stackable, and you would have 100 recall runes falling. However, it might be possible to make unmarked runes stackable. Except that there is not a graphic for stackable runes that I know of :(

(willing to make one though!)

OR.....I wonder.... maybe a script could be made that is specifically for recall rune storage.. A "rune basket" in which the drop amount would be 1.

Might be a nice addition like the gem pouch.


OR.....The other option would be adding a multiple dispenser amount option to the Spellcaster's Keys. like, you can withdrawal 1, 100, 1000. Except that some part of the script would have to give specific rules to the recall runes, that only one can be withdrawn at a time. Probable I guess.

Nice idea Hara.

<3 Llexa

Re: APPROVED: Blank recall runes on caster keys

Posted: Thu Sep 25, 2008 11:34 am
by +Colibri
I would make it so that it would drop 1 at a time.
The stackable attribute i think can be set in the verdata file. The client then combined the graphic of an item to make it look stackable. So that's why i had to use the vial graphic for the new skill essences. The old small bottle graphic isn't defined as stackable so it couldn't work.

Re: APPROVED: Blank recall runes on caster keys

Posted: Thu Sep 25, 2008 11:35 am
by Llexa
Common things:

Gold :P :wink:

ED

Hive tools, and wax tools!

Honey

Melting pot

Re: APPROVED: Blank recall runes on caster keys

Posted: Thu Sep 25, 2008 3:55 pm
by Cloe
Bio-Engineers Tool

Sturdy Hatchet

Pet Leash :D

Re: APPROVED: Blank recall runes on caster keys

Posted: Thu Sep 25, 2008 5:10 pm
by Harabakc
Honestly I just got tired of having to go buy frigging runes every time I wanted to make runebooks(which is really often, they keep getting bought out).

I assumed you could make it drop 1 at a time since different stuff drops different amounts, (gembag dropping 25 at a time).

Honey/wax tools, bio tools would probably be good on tool houses. Pet leash on tool houses could be cool, but that would kinda defeat the point of high use leashes that come off bod rewards, but I kinda doubt people would care if you removed that as a possible reward.

Edit: Oh yeah before I forget. Because this used to irritate the ever living piss out of me when I was doing BODs, can you make sturdy axes/pickaxes be accepted into tool houses into the regular pickaxe(shovel)/axe slots. I used to have a ton of those stupid things laying around, I could make 60000 use axes/pickaxes(shovels) but I couldn't combine those stupid sturdies.

Re: APPROVED: Blank recall runes on caster keys

Posted: Fri Sep 26, 2008 5:13 am
by Pip
what about putting the new tree chopping drops on wood keys... Bark, parasitic plant, switch, fungi etc

Re: APPROVED: Blank recall runes on caster keys

Posted: Fri Sep 26, 2008 2:14 pm
by Efanchenko_MM
Harabakc wrote: can you make sturdy axes/pickaxes be accepted into tool houses into the regular pickaxe(shovel)/axe slots. I used to have a ton of those stupid things laying around, I could make 60000 use axes/pickaxes(shovels) but I couldn't combine those stupid sturdies.
I'm able to combine my sturdies don't know why you can't :?

Re: APPROVED: Blank recall runes on caster keys

Posted: Fri Sep 26, 2008 3:21 pm
by Harabakc
Oh well I haven't tried it in over a year, so it might be fixed now.

Re: APPROVED: Blank recall runes on caster keys

Posted: Fri Sep 26, 2008 10:48 pm
by +Zandor
Pip I already started putting those items on wood keys a few days ago just hit a few snags and working longer hours is all shouldn't be much longer. to add to the top part of post are kegs not able to be taken out by 1?.

RecallRune

Posted: Thu Sep 17, 2009 9:26 am
by Velius
Under

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namespace Server.Items
{
    public class SpellCastersKey : Item
    {
place

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        private int m_RecallRune;
under

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      private int m_Sand;
place

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       [CommandProperty(AccessLevel.GameMaster)]
        public int RecallRune { get { return m_RecallRune; } set { m_RecallRune = value; InvalidateProperties(); } }
under

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  [CommandProperty(AccessLevel.GameMaster)]
        public int Sand { get { return m_Sand; } set { m_Sand = value; InvalidateProperties(); } }

Under this section

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        [Constructable]
        public SpellCastersKey(int storageLimit, int withdrawIncrement) : base( 0x176B )
        {
place

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					if (curItem is RecallRune)
					{
						if (RecallRune + curItem.Amount > StorageLimit)
							from.SendMessage("You can not add any more runes.");
						else
						{
							curItem.Delete();
							RecallRune = (RecallRune + 1);
							from.SendGump(new SpellCastersKeyGump((PlayerMobile)from, this));
							BeginCombine(from);
						}
					}
under

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if (curItem is Sand)
					{
						if (Sand + curItem.Amount > StorageLimit)
							from.SendMessage("That resource type cannot hold the amount you're trying to store, in addition to what it currently has.");
						else
						{
							curItem.Delete();
							Sand = (Sand + 1);
							from.SendGump(new SpellCastersKeyGump((PlayerMobile)from, this));
							BeginCombine(from);
						}
					}
In the void section

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        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);

place

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			writer.Write((int)m_RecallRune);
under

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			writer.Write((int)m_Sand);

in the serili/deserial section

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public override void Deserialize(GenericReader reader)
        {
place

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					m_RecallRune = reader.ReadInt();
under

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					m_Sand = reader.ReadInt();

in the gump section

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public class SpellCastersKeyGump : Gump
    {

place

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			AddLabel(325, 450, 0x486, "RecallRune");
			AddLabel(425, 450, 0x480, key.RecallRune.ToString());
			AddButton(275, 450, 4005, 4007, 23, GumpButtonType.Reply, 0);
under

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			AddLabel(325, 300, 0x486, "Destroying Angel");
			AddButton(275, 300, 4005, 4007, 16, GumpButtonType.Reply, 0);
			if (m_Key.Regs.ContainsKey(typeof(DestroyingAngel)))
				AddLabel(425, 300, 0x480, m_Key.Regs[typeof(DestroyingAngel)].ToString());



in the void on response section

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public override void OnResponse(NetState sender, RelayInfo info)
        {

place

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			else if (info.ButtonID == 17)
				m_Key.WithdrawRegs( typeof(RecallRune), m_From );
under

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			else if (info.ButtonID == 16)
				m_Key.WithdrawRegs( typeof(DestroyingAngel), m_From );
change

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			else if (info.ButtonID == 17)
to

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			else if (info.ButtonID == 18)
and add

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			else if (info.ButtonID == 25)
			{
				if (m_Key.RecallRune > 0)
				{
					m_From.AddToBackpack(new RecallRune());				
					m_Key.RecallRune = (m_Key.RecallRune - 1);				
					m_From.SendGump(new SpellCastersKeyGump(m_From, m_Key));	
				}
				else
				{
					m_From.SendMessage("You do not have any of that resource!");
					m_From.SendGump(new SpellCastersKeyGump(m_From, m_Key));	
					m_Key.BeginCombine(m_From);
				}

under

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			else if (info.ButtonID == 24)
			{
				if (m_Key.KeyRing > 0)
				{
					m_From.AddToBackpack(new KeyRing());				
					m_Key.KeyRing = (m_Key.KeyRing - 1);				
					m_From.SendGump(new SpellCastersKeyGump(m_From, m_Key));	
				}
				else
				{
					m_From.SendMessage("You do not have any of that resource!");
					m_From.SendGump(new SpellCastersKeyGump(m_From, m_Key));	
					m_Key.BeginCombine(m_From);
				}
			}
and of course change

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			else if (info.ButtonID == 25)

to

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			else if (info.ButtonID == 26)


hope that helps.
I see you edited in some of your own items like ethy powder so it should be pretty basic for you.

Re: APPROVED: Blank recall runes on caster keys

Posted: Sat Oct 03, 2009 11:11 am
by Velius
SpellCaster Keys have been fixed with a RecallRune button on them now.
Please enjoy storing blank recall runes on them.

Re: APPROVED: Blank recall runes on caster keys

Posted: Sat Oct 03, 2009 1:06 pm
by Nomadix
My spellcasters keys don't show a recall rune button. Do I have to get new ones? *ack*