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 Post subject: Customization Question
PostPosted: Sat Feb 28, 2004 7:39 am 
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I want to completley get rid of the Trammel, Malas, and illeshnar. Like since i have one map i want just one facet. And i want it based on the fellucia rule set. So how to i remove the other facets?


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PostPosted: Sat Feb 28, 2004 11:57 am 
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Slayer of Fools
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Go through and remove all the references to the other shards. Actually commenting them out is probably best, this way if you do decide to add the other maps you don't have to redo it all.

Search on RunUO.com forums, I found a good thread on how to do this, but I just woke up and I'm still having my coffee so I am not gonna go look :P

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PostPosted: Sat Feb 28, 2004 1:18 pm 
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Not your daddy
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Simple.. just edit the CharacterCreation.cs by putting the starting location set to the facet you want, and locatin. Then just edit the PublicMoonGate.cs by removing the other facet and maps from the option.
If you cant figure out what and where to edit, let me know.

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PostPosted: Sat Feb 28, 2004 1:34 pm 
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well i want to completely remove them from my shard


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PostPosted: Sat Feb 28, 2004 2:02 pm 
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Not your daddy
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You really cant simply remove them, and more so, there really is no point anyways. The UO Client looks for these maps when it loads, so removing them is really not an option, RunUO will also look for these map files.
Besides that, if you have the other maps cleared with no items/Mobiles, and no entry avaliable to them in any way (PublicMoongates or other teleporters) those maps and facet are basicly non existant, and as removed as you can ask for.

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PostPosted: Sat Feb 28, 2004 3:07 pm 
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well then could i rename the one facet that i am going to use? Like instead of using feluccia could i name it something else?


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PostPosted: Sat Feb 28, 2004 6:07 pm 
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Not your daddy
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well, yeah.. you could do some editing and have the facet renamed. There really is not much in game that would lable any facet "Felucca" or other, other than in the properties accessed by GM/Admin..
but as for the region rules, they are fairly well hardcoded as Tramell, Felucca rule sets.. but thats basicly just code, nothing players see.

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PostPosted: Sun Feb 29, 2004 8:02 am 
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well for RP reason i just wanna have my one facet accessable and i want it renamed and have the regions remade.


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PostPosted: Sun Feb 29, 2004 9:16 am 
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One other thing is also go to each map with an admin char that you do not wish to have and type [clearfacet

this will remove anything in thouse maps thats not static, such as door monsters signs npc's ect. this will free up server sapce as well as if a player finds some loophole to get there there will be virtualy nothing for them to find.

gawin


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 Post subject:
PostPosted: Sun Feb 29, 2004 9:26 am 
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should i clear the facet i wanna use before i place anything?


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PostPosted: Sun Feb 29, 2004 9:46 am 
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there souldnt be anything on that facet if its compleetly new. but if you havent spawned anything at all or created and buildings that havent been made static. then there should be no need.

one of the main reasons i use clearfacet is after using moongen to create all the moongates i just jump to the unused facets and clear them.

but remember that is a very dangerous command any doors signs bridges or anything that you have built that hasnt been made static will be erased "cough" not that i know this from experiance or any thing hehehe but if you should find like i did that at 4am some morning that you acidently cleared the wron facet hit server shutdown with out save as fast as possable heheh good luck

gawin


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PostPosted: Sun Feb 29, 2004 2:20 pm 
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Not your daddy
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Quote:
one of the main reasons i use clearfacet is after using moongen to create all the moongates i just jump to the unused facets and clear them.


Doing it this way, without editing the PublicMoongate.cs will still allow characters to see and go to any of the existing maps/facets, with no moongate to get back from the ones you cleared. You have to edit the script, and set the facet you want to show only.

PublicMoongate.cs ~line 257
Code:
public static readonly PMList[] UORLists = new PMList[]{ Trammel, Felucca };
      public static readonly PMList[] LBRLists = new PMList[]{ Trammel, Felucca, Ilshenar };
      public static readonly PMList[] AOSLists = new PMList[]{ Trammel, Felucca, Ilshenar, Malas };
      public static readonly PMList[] RedLists = new PMList[]{ Felucca };


remove the entries like this, for just a felucca facet..

Code:
public static readonly PMList[] UORLists = new PMList[]{ Felucca };
      public static readonly PMList[] LBRLists = new PMList[]{ Felucca };
      public static readonly PMList[] AOSLists = new PMList[]{ Felucca };
      public static readonly PMList[] RedLists = new PMList[]{ Felucca };


Then, creating moongates, [MoonGen will wipe any existing moongates, and recreate these with only the Felucca facet avaliable.

You can also change the facet name on the gump, with a little editing too.. and have your new custom facet name show, with town names of your choice. If you need help there, ask.

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 Post subject:
PostPosted: Mon Mar 01, 2004 8:37 pm 
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ok thanks a lot. Now that i think of it im probably not going to use moongates really. I just need to figure out how to make regions and location and yes ive tried the Pandora's box programs but i cant figure out how to work them.


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 Post subject:
PostPosted: Tue Mar 02, 2004 3:12 am 
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Not your daddy
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The region editor on Pandoras site is actually a very good program for region creation. I used it a bit, but for some reason it liked to crash on me a lot with my Windows 2000 server edition OS. I imagine it would be more stable on an XP OS...
Although, I could never really load an existing 'region'.XML file ( a default RunUO format ) into it, so what I did was just start some new regions, save it to a new xml file, and simply copy that new code into my region.xml file..
The Region editor uses a slightly different entry of the coords, it uses X, Y and then the Width and Height.. where RunUO default format used Min X, Min Y, Max X, Max Y..
But I definetly would say, spend the extra time getting it figured out, it will save you loads of time in the end, and also give you absolute defined regions :)

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 Post subject:
PostPosted: Tue Mar 02, 2004 7:02 am 
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ok i think ill try to figure it out again. Now correct me if wrong but with regions you can make them guard zones, housing, no housing, criminal status, and make like city regions? Is that about right? can i do more or do less than i said?


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 Post subject:
PostPosted: Tue Mar 02, 2004 9:28 am 
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you can do more, at least when you do some scripting you can do whatever you want with the regions.


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 Post subject:
PostPosted: Tue Mar 02, 2004 10:12 am 
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Not your daddy
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Right, the Region Editor has some simple functions.. but its basicly limiting it to the Priority level of the region. You still need the region area rules within the Region scripts you make up with the XML.

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 Post subject:
PostPosted: Thu Jul 28, 2005 1:23 pm 
Dian wrote:
The region editor on Pandoras site is actually a very good program for region creation. I used it a bit, but for some reason it liked to crash on me a lot with my Windows 2000 server edition OS. I imagine it would be more stable on an XP OS...
Although, I could never really load an existing 'region'.XML file ( a default RunUO format ) into it, so what I did was just start some new regions, save it to a new xml file, and simply copy that new code into my region.xml file..
The Region editor uses a slightly different entry of the coords, it uses X, Y and then the Width and Height.. where RunUO default format used Min X, Min Y, Max X, Max Y..
But I definetly would say, spend the extra time getting it figured out, it will save you loads of time in the end, and also give you absolute defined regions :)


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