New Storage key system

We try to put in new spawn areas, quests, events, items and scripts. This is where you submit your wish.
Locked
User avatar
Elron
Novice Scribe
Reactions:
Posts: 9
Joined: Mon May 03, 2010 9:00 am

New Storage key system

Post by Elron »

Yes I know you already have a storage key system, but modifying them is a huge hassle & you have only a few, 5 or so i think

With these I'm suggesting, adding a new item to the key is Literally adding 1 line of code in 1 spot, it does the rest for you, it includes sort functions on some of the keys like the armory.

http://www.runuo.com/forums/custom-scri ... -keys.html

That is an awesome script for storing resources/arrows/bandages/Bods/Powerscrolls/ etc etc etc and etc

in fact they can hold almost anything AND you can craft straight from the keys Then to top it off, there's a Masterkey which holds all your other keys so you only have 1 key in your pack. Hard to put items into the key?, This has a button in both the Masterkey & other keys to find the stuff in your pack.

For the Guild, it also has Armory, where you can store Armor, weapons, clothes, pets, but this unit must be secured in your house to work, can't carry 99,999 pets on you, lol.All of these can also be separate, you can have an armory, weapon-rack, kennel, hamper (or whatever you decide to call them).

If you have Xmlspawner installed players can flag items to not go into the keys, like a specific shovel with the miners key that would maybe hold ore & other minables & shovels, when they're done they unflag it & it goes back into key.
This could significantly reduce item count on the shard depending on their dispersion.


Installation
Unpack this package somewhere within your server's "Scripts" directory
Download the Cliloc Handler project and follow its instructions.
(optional) Read through the files in the "Server Modification" subdirectory of this package, and follow the instructions. These allow the server to do things like withdraw from keys when crafting, casting, or using arrows
(optional) Read through the "Extras.cs" file in the "Extras" subdirectory of this package. If you have the XML attachment system, uncomment line #2 of "Extras.cs" to enable the "[keyguard" command, which lets a player choose which items cannot be pulled into keys.
User avatar
Phil the Fisher
Expert Scribe
Reactions:
Posts: 33
Joined: Mon Apr 26, 2010 5:35 pm

Re: New Storage key system

Post by Phil the Fisher »

Having played on the same shard as Elron and used the key system he's talking about, all I can say is "oh boy oh boy oh boy I hope this system gets implemented here... it is simply amazing!!"
Anger is an acid that can do more harm to the vessel in which it is stored than to anything on which it is poured. -Mark Twain
Tahris Nayloc
Master Scribe
Reactions:
Posts: 52
Joined: Mon Apr 12, 2010 1:51 am

Re: New Storage key system

Post by Tahris Nayloc »

Having spread the word to Phil and Elron about UOEX, I too can support this message...er...system. Vote for me, for town assembly...er...wait...nevermind.
User avatar
Tael
Elder Scribe
Reactions:
Posts: 166
Joined: Sun May 17, 2009 1:44 am

Re: New Storage key system

Post by Tael »

I believe that I played this shard, too, and the keys were indeed pretty smooth.
Taelwrath - noobus perpetuus
Jahn
Grandmaster Scribe
Reactions:
Posts: 73
Joined: Wed May 05, 2010 9:48 pm

Re: New Storage key system

Post by Jahn »

I love that key system ;)
especially being able to craft directly from it ;)
(yep, from the same place)
Locked