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About conco

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  1. [Server] Zoned PvE

    This is really cool- thanks for releasing this! I'm thinking about usng it to create a little deathmatch area on our server. Does the server have to be set to pvp/pve, or does this override normal checks to those?
  2. You'd have to edit the mod code and do some reflection. Sindusks' library makes it easier. Here's the code snippet I use on my server, which fills a container with 100 dirt or up to the max capacity, whichever's lower. This should be called during the server's preinit, where you'll find other similar code snippets in spellcraft. Keep in mind this was written as a modification for another mod, so you'll have to replace Class<QualityOfLife> thisClass with whatever class you put the snippet into. final Class<QualityOfLife> thisClass = QualityOfLife.class; Util.setReason("Allow dirt to add up to 100 dirt to a container."); CtClass ctDirt = classPool.get("com.wurmonline.server.spells.Dirt"); replace = "$1 = 100;" + "$_ = $proceed($$);"; Util.instrumentDeclared(thisClass, ctDirt, "doEffect", "min", replace);
  3. There's another mod, i can't remember who it's by (i wanna say nekoexmachina but not sure). It was only ever on their github if i remeber, but basically the spirit spell would get casted on a device from the mod, and it would automatically make bricks or one other thing. So basically an automation mod.
  4. I would check his github and look for "wyvernmods", he has a few custom creatures in there where he modifies their spawn locations. I suggest also asking any further questions in the modding subforum, so this thread stays about the server.
  5. Just in case anyone else has a crash with the latest armoury, if it says that the class doesn't exist, go into the properties file and replace classname=mod.sin.armoury.Armoury with classname=mod.sin.armoury.ArmouryMod Even with the new properties file it has the wrong class name there Also @Sindusk, I think itemcreationtime needs it's own replace string. I was getting an instrument error: [02:44:36 AM] SEVERE mod.sin.armoury.MaterialTweaks: [INSTRUMENT ERROR] from MaterialTweaks! Could not Instrument com.wurmonline.server.behaviours.Actions - getItemCreationTime call to getStaminaModiferFor ! [02:44:36 AM] SEVERE mod.sin.lib.Util: [source error] no such field: source And after checking the wurm source, i found that getItemCreationTime seems to have the signature: public static final int getItemCreationTime(final int startTime, final Creature performer, final Skill primSkill, final CreationEntry entry, final Item realSource, final Item realTarget, final boolean isMassProduction) throws NoSuchTemplateException { Whereas the other get time methods have "Item source", this one has "Item realSource", which causes the replace to fail.
  6. Found out the isue. While WyvernMods doesn't make any direct calls to sendRepaint, it DOES override the hasCustomColor method to always return true. That in turn will cause sendRepaint to go on every creature I think. Commenting out that bit of reflection fixed it, though I'll need to go test if it broke anything. Thank you for your patience in helping me debug this!
  7. Any tips on what part of the code might be overridden to cause those repaint packets to get sent? I've been using WyvernMods with some modifications, and while I couldn't find anything about replacing getModelName, there are bits about getting creature colors. I'll probably go try a local server without it to see if that's the cause. I'm almost certain the issue is the latter, as between mini libila, horse, and cow, all caused the crash. EDIT: Disabled the parts of wyvernmod replacing getColor stuff and uploaded a fresh copy of minipets, still no dice.
  8. So I recently decided to start using this, but whenever a pet is summoned (first egg hatch, summon commands on leash, givepet command) I get a client crash with the following stack trace ====== CLIENT CRASH ====== Unexpected crash while playing java.lang.ClassCastException: com.wurmonline.client.renderer.model.collada.StaticColladaModelData cannot be cast to com.wurmonline.client.renderer.model.collada.ColladaModelData at com.wurmonline.client.renderer.cell.MobileModelRenderable.overrideMaskTextures( at com.wurmonline.client.renderer.cell.MobileModelRenderable.setPaint( at com.wurmonline.client.comm.ServerConnectionListenerClass.repaint( at com.wurmonline.client.comm.SimpleServerConnectionClass.reallyHandleCmdRepaint( at com.wurmonline.client.comm.SimpleServerConnectionClass.reallyHandle( at com.wurmonline.communication.SocketConnection.tick( at com.wurmonline.client.comm.SimpleServerConnectionClass.update( at com.wurmonline.client.WurmClientBase.serverUpdate( at com.wurmonline.client.WurmClientBase.preUpdate( at com.wurmonline.client.WurmClientBase.runGameLoop( at com.wurmonline.client.WurmClientBase.runConnectionLoop( at com.wurmonline.client.WurmClientBase.runGame( at at The server gives no errors, and continues to run fine. Any other players within a certain radius (I assume a radius of drawing the model) also crash. This does not occur when dropping the decorative version of a pet, and the decorative version displays fine. I'm not running the ThreeDee mod (placeable items on tables). Any advice on what could be causing it? I tried looking through the code, but couldn't discern what might be it. EDIT I was able to narrow it down a bit, commenting out the line that adds the custom getModel check into the wurm code makes it run, but minipets summon without a model (naturally).
  9. Awesome work as always Sindusk, I was hoping you'd release the jewellery enchants you use in revenant. Thanks again for the continued modding support, I've had fun playing around with your reflection utils to do some modifications I couldn't do before.
  10. Wyvern Mods

    Not a problem at all! You gave fair warning some stuff wouldn't work, I was just curious what it was meant to be. I commented it out as suggested, so everything's fine. Thanks for clarifying!
  11. Wyvern Mods

    Hey, thanks for answering before! So I've got everything compiling right, I can change some stuff (ie taking out the statuettes) without it breaking, etc. However, I'm curious about the bounty mod: on line 592 of the file, where it's giving the player their direct to inventory reward, it gives the player a specific templateid for an item reward, with the comment calling it a "creature token". In my server's case, this was giving people a hitching post everytime the requirements were met. It was easy enough to comment out, but i just wanted to ask if there was a specific item you had in mind for that that wasn't included? Thanks again for releasing this, it's fun to play around with!
  12. Wyvern Mods

    So I got it to compile and run and just had a quick question, probably have more when I get the time: What parts do you know of as being wyvern only, and what makes them so? Specific map coordiantes used, resources that weren't distributed, etc? Not sure if this is covered by the above, but I summoned Ifrit, and wiz killed him. He summoned okay and just walked around a bit. Upon dying, he swirled up into the air before disappearing, then the server crashed. Thanks though for releasing these, especially the source. I've wanted to take a look at some of the stuff you had for a while.