Quote:
Wouldnt that be a good idea????
In fact I think it would be a good idea for people that have not been around the RunUO scene from the begining.. I have, but not been 100% involved in every aspect of it.
There are a few very specific files you need to edit for a custom map, first of all, the most important one is a script you need to make yourself.. I have posted this several times, but here it is again.
lable this file:
StartupSettings.cs
Code:
using System;
using Server;
namespace Server.Misc
{
public class StartupSettings
{
public static void Initialize()
{
TileMatrixPatch.Enabled = false;
}
public StartupSettings()
{
}
}
}
This tells the RunUO core at first boot to
not read any Map or static 'dif' files, wich is very important for any custom map, and RunUO
The next important is of course the Regions for your map, since by default they are all setup for Britania towns and dungeons.
Scripts/Regions/
There are several there, but most important are the Town and Dungeon.cs scripts within the Trammel and Felucca folders. There is a great program out there that will allow easy region creations, and even same them to an region.xml file for you. You will have to play with that one, it is beyond my time for lessons tonight.
You will want to set whatever facet to start in, obviously you will still retain both Tramell, and Felucca facets of your custom map, same as the Britania map. This is found in the
Scripts/Misc/CharacterCreation.cs
Also, theres the
Scripts/Items/Misc/PublicMoongate.cs where you will want to obviously enter your own coords for your custom Moongate locations. But its not that simple, since you will need to modify that script further to enter a string lable (text) instead of its current default Localized Cliloc entries.
This is just a tip of the entry to getting your custom map setup to run though, and there are many, many, many other areas to fine tune (so to speak) RunUO to work well with a custom map.
Hope that helps out a bit.