New Storage key system
Posted: Wed May 05, 2010 5:47 pm
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.
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.