ThisIsRaffeh

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Everything posted by ThisIsRaffeh

  1. Yes it is. Was not aware of that, good to know.
  2. I have an item with 2 runes on it: Gold rune of Mag Steel rune of Vyn As far as i am aware, this is not supposed to be possible. But maybe i'm wrong. For more details, please send me PM me or contact 'Fevfev' ingame.
  3. Thanks to everyone for attending! Was crazy busy, but good time!
  4. You wait until the timer expires and i will be there on my acount 'Fevfev' to walk with everyone to the spot.
  5. Go to http://wurmonlinemaps.com/xanadu Bottom left there is a spy glass icon, click it and in the dropdown find "Hammerdown Port N Customs"
  6. Sounds good, will be nice to have an extra healer
  7. It's impossible to check who is an "alt" and who isn't. So i'm not going to create drama over that. I just ask that people use common sense: This isn't the first Unique and won't be the last: If this community/public slaying is going to result in people bringing armies of alts in, then i'm less likely to create a public slaying next time, same goes for others i'm sure. And if you ask me, that would be a real shame, i love it when a lot of us get together to kick some butt. I think it's okay to bring an alt, bonus points if it does something usefull like healing. But bringing more than one and just having them sit in a cart in local is something i personally dislike.
  8. Greetings fellow Wurmians, In my travels i stumbled upon a lost blue dragon, time for us all to get some juicy scale and blood! Lets meet up at "Hammerdown Port N Customs" (or the Pier 50 tiles north if you come by boat) Check out http://wurmonlinemaps.com/xanadu if you come by boat or your local Waystone if you travel by foot/horse. Please be adviced that some travel will still be needed from the meeting point to the location of the dragon, so bringing carts and/horses is adviced. We will leave the meeting point around 19:30 CEST (around the time the above timer ends) Please take into account: I apologize for the short notice, but due to personal life i'm not able to organize this later this week.
  9. Rift 25th of May

    Correct, it's on the road that goes east from "New dawn" in N16 (used http://wurmonlinemaps.com/xanadu as a reference) , pretty much smack middle on the tower. Just passed it.
  10. [08:26:00] The items silently disappear from the spirit castle. You expect them to arrive in less than ten minutes.
  11. Both of your orders: [20:15:26] The items silently disappear from the spirit castle. You expect them to arrive in less than ten minutes.
  12. Guess i can do that, cod to Rgr too?
  13. [15:03:45] The items silently disappear from the spirit castle. You expect them to arrive in less than ten minutes.
  14. Sorry, someone just beat you to them by PM.
  15. [12:57:09] The items silently disappear from the spirit castle. You expect them to arrive in less than ten minutes.
  16. [12:19:36] The items silently disappear from the spirit castle. You expect them to arrive in less than ten minutes.
  17. Greetings fellow Wurmians, I'm selling the following: If you don't agree with a price, please send me a pm with your offer. Also selling 1 x Rod of Transmutation, if you are interested, please PM me with your offer and specify if you will pick it up or want it delivered.
  18. Chaos crashed and has been down for ~20 minutes now. It went down at the exact time the rift was supposed to open. Don't think that is a coincidence.
  19. I've heard more people report this problem in the last hour.
  20. I'll take it if you haven't sold it yet.
  21. Minedoors

    Confirmed, Minedoors are bugged after today's patch, if not possible to fix immediately, please enforce PVP ban on PVP servers.
  22. The function you want to be looking at is Player->checkCoinAward
  23. It would be awesome to see some mod support in the Server code, so individual mods can co-exist, and not every mod needs to compile it's own version of the server.jar, it would also give CCAB more control over what they expose to modding and what not. Since i'm quite an apt coder myself, i took the liberty of writing an implementation for it based on the released server.jar for WU. The way i currently set it up, allows there to be a "/mods/" folder in your WU Server folder and it will check folders in there for a file called "mod.info" which is a file that describes the mod info in a token=value format. First, here is the ModHandler or ModManager class, the LoadMods method would ideally be called early in the server startup, before any functionality mods could hook into. package com.wurmonline.server; import java.io.File; import java.io.FileInputStream; import java.io.FileNotFoundException; import java.io.IOException; import java.util.ArrayList; import java.util.List; import java.util.Properties; import java.util.logging.Level; import java.util.logging.Logger; public class ModHandler { private static Logger logger = Logger.getLogger(ModHandler.class.getName()); protected static List<Mod> availableMods; protected static List<Mod> activeMods; public static void LoadMods(String modDir) { availableMods = new ArrayList<Mod>(); File modFolder = new File(modDir); File[] files; int numMods = 1; for (File file : files = modFolder.listFiles()) { if(file.isDirectory()) { String[] modFiles; for(String modFile : modFiles = file.list()) { if (modFile.equalsIgnoreCase("mod.info")) { Properties properties = new Properties(); FileInputStream stream; try { stream = new FileInputStream(modFile); properties.load(stream); } catch (FileNotFoundException ex) { logger.log(Level.SEVERE, "Could not open mod.info file in folder " + file.toString()); } catch (IOException ex) { logger.log(Level.SEVERE, "Could not read mod.info file in folder " + file.toString()); } Mod info = new Mod(properties.getProperty("name", "Wurm Unlimted Mod " + String.valueOf(numMods)), file.toString(), properties.getProperty("enabled", "False")); numMods++; availableMods.add(info); //Should probably have a method of enabling/disabling mods in the GUI if(info.isEnabled()) { activeMods.add(info); } } } } } } public static void initialiseItemTemplates() { for(Mod mod : activeMods) { mod.initialiseITemTemplates(); } } public static void createSpells() { for(Mod mod : activeMods) { mod.createSpells(); } } public static void createCreatureTemplates() { for(Mod mod : activeMods) { mod.createCreatureTemplates(); } } } Secondly, the Mod class, which will contain information about the mod, and run the actual modifications the mod made: package com.wurmonline.server; class Mod { public String modName; public boolean enabled = false; public String folder; Mod(String name, String folder, String enabled) { this.modName = name; this.folder = folder; this.enabled = Boolean.parseBoolean(enabled); } public String getModName() { return modName; } public boolean isEnabled() { return enabled; } public String getFolder() { return folder; } void initialiseITemTemplates() { throw new UnsupportedOperationException("Not supported yet."); } void createSpells() { throw new UnsupportedOperationException("Not supported yet."); } void createCreatureTemplates() { throw new UnsupportedOperationException("Not supported yet."); } } Lastly, in server.startRunning, we call the modHandler equivalent for functionality we want to expose to modding, after we executed the standard WU functionality like such: ItemTemplateCreator.initialiseItemTemplates(); ModHandler.initialiseItemTemplates(); SpellGenerator.createSpells(); ModHandler.createSpells(); CreatureTemplateCreator.createCreatureTemplates(); ModHandler.createCreatureTemplates(); I'm looking for feedback, suggestions and if there is any chance of this getting implemented in the code. If there is enough support for this, i can start writing documentation/ work this out further.