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[COMPLETE] New Stackables

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LadyCrimson

Wanderer
[COMPLETE] New Stackables

All stackables fixed in this thread are ML+ stackables and released here:
http://www.uoherald.com/news/news.php?newsid=454

New stackables are: Granite, sand, dough, sweet dough, sushi platters, savage kin paint, pan of cookies, baked quiche, smoke bombs, egg bombs, and arcane gems

SAND:
Code:
Index: Items/Skill Items/Specialized/Sand.cs
===================================================================
--- Items/Skill Items/Specialized/Sand.cs (revision 319)
+++ Items/Skill Items/Specialized/Sand.cs (working copy)
@@ -25,11 +25,16 @@
 
   [Constructable]
   public Sand( int amount ) : base( 0x11EA )
-  {
-   Stackable = false;
-   Weight = 1.0;
-  }
+        {
+            {
+                if (Core.ML)
+                    Stackable = true;
+                else Stackable = false;
+            }
 
+            Weight = 1.0;
+        }
+
   public Sand( Serial serial ) : base( serial )
   {
   }

GRANITE:
Code:
Index: Scripts/Items/Resources/Masonry/Granite.cs
===================================================================
--- Scripts/Items/Resources/Masonry/Granite.cs (revision 319)
+++ Scripts/Items/Resources/Masonry/Granite.cs (working copy)
@@ -71,6 +71,12 @@
     else
      list.Add( CraftResources.GetName( m_Resource ) );
    }
+
+            {
+                if (Core.ML)
+                    Stackable = true;
+                else Stackable = false;
+            }
   }
  }

DOUGH AND SWEET DOUGH:
Code:
Index: Items/Food/Cooking.cs
===================================================================
--- Items/Food/Cooking.cs (revision 319)
+++ Items/Food/Cooking.cs (working copy)
@@ -25,9 +25,20 @@
  {
   [Constructable]
   public Dough() : base( 0x103d )
-  {
-   Weight = 1.0;
-  }
+        {
+            {
+                if (Core.ML)
+                {
+                    Stackable = true;
+                    Weight = 1.0;
+                }
+                else
+                {
+                    Stackable = false;
+                    Weight = 1.0;
+                }
+            }
+        }
 
   public Dough( Serial serial ) : base( serial )
   {
@@ -121,12 +132,23 @@
  {
   public override int LabelNumber{ get{ return 1041340; } } // sweet dough
 
-  [Constructable]
-  public SweetDough() : base( 0x103d )
-  {
-   Weight = 1.0;
-   Hue = 150;
-  }
+        [Constructable]
+        public SweetDough()
+            : base(0x103d)
+        {
+            if (Core.ML)
+            {
+                Stackable = true;
+                Weight = 1.0;
+                Hue = 150;
+            }
+            else
+            {
+                Stackable = false;
+                Weight = 1.0;
+                Hue = 150;
+            }
+        }
 
   public SweetDough( Serial serial ) : base( serial )
   {

ARCANE GEMS:
Code:
Index: Items/Misc/ArcaneGem.cs
===================================================================
--- Items/Misc/ArcaneGem.cs (revision 319)
+++ Items/Misc/ArcaneGem.cs (working copy)
@@ -16,7 +16,12 @@
   [Constructable]
   public ArcaneGem() : base( 0x1EA7 )
   {
-   Weight = 1.0;
+   {
+                if (Core.ML)
+                    Stackable = true;
+                else Stackable = false;
+            }
+            Weight = 1.0;
   }
 
   public ArcaneGem( Serial serial ) : base( serial )

TRIBAL PAINT
Code:
Index: Items/Misc/TribalPaint.cs
===================================================================
--- Items/Misc/TribalPaint.cs (revision 319)
+++ Items/Misc/TribalPaint.cs (working copy)
@@ -14,6 +14,7 @@
   {
    Hue = 2101;
    Weight = 2.0;
+            Stackable = Core.ML;
   }
 
   public TribalPaint( Serial serial ) : base( serial )

EGG BOMB and SMOKE BOMB:
Code:
Index: Items/Skill Items/Ninjitsu/EggBomb.cs
===================================================================
--- Items/Skill Items/Ninjitsu/EggBomb.cs (revision 319)
+++ Items/Skill Items/Ninjitsu/EggBomb.cs (working copy)
@@ -8,7 +8,8 @@
   [Constructable]
   public EggBomb() : base( 0x2809 )
   {
-   Weight = 1.0;
+            Stackable = Core.ML;
+            Weight = 1.0;
   }
 
   public EggBomb( Serial serial ) : base( serial )
Index: Items/Skill Items/Ninjitsu/SmokeBomb.cs
===================================================================
--- Items/Skill Items/Ninjitsu/SmokeBomb.cs (revision 319)
+++ Items/Skill Items/Ninjitsu/SmokeBomb.cs (working copy)
@@ -8,7 +8,8 @@
   [Constructable]
   public SmokeBomb() : base( 0x2808 )
   {
-   Weight = 1.0;
+            Stackable = Core.ML;
+            Weight = 1.0;
   }
 
   public SmokeBomb( Serial serial ) : base( serial )

QUICHE:
Code:
Index: Items/Food/Food.cs
===================================================================
--- Items/Food/Food.cs (revision 319)
+++ Items/Food/Food.cs (working copy)
@@ -997,7 +997,7 @@
   [Constructable]
   public Quiche() : base( 0x1041 )
   {
-   Stackable = false;
+   Stackable = Core.ML;
    this.Weight = 1.0;
    this.FillFactor = 5;
   }
 

Nikki_Demise

Bug Hunter
Re: New Stackables

Kiluad;559449 said:
sushi platters and pan of cookies..... seriously?

I hope everyone else refuses to ever write that them in as stackables too.

Your wish is my command... patches(stackable ones) are served...

--- /Items/Food/Asian.cs Wed May 13 15:37:11 2009
+++ /Items/Food/Asian.cs Fri May 29 19:26:36 2009
@@ -157,7 +157,7 @@
[Constructable]
public SushiPlatter() : base( 0x2840 )
{
- Stackable = false;
+ Stackable = Core.ML;
Weight = 3.0;
FillFactor = 2;
}

--- /Items/Food/Food.cs Wed May 13 15:37:11 2009
+++ /Items/Food/Food.cs Fri May 29 19:29:41 2009
@@ -688,7 +688,7 @@
[Constructable]
public Cookies() : base( 0x160b )
{
- Stackable = false;
+ Stackable = Core.ML;
this.Weight = 1.0;
this.FillFactor = 4;
}
 

LadyCrimson

Wanderer
Re: New Stackables

SWEET - *closes cookies and sushi platter changes*

:) Thanks Nikki! Also, I see an easier way to make the change from what you posted :) This ole dog is a rusty one :)
 
Re: New Stackables

Two Wolves;560486 said:
So that would be "no" to stacking Savage Kin Paint then.
Then what is Tribal Paint?

Tribal Paint is for the truth the "Savage Kin Paint".

Only it is renamed. Maybe at its origins it was called Tribal Paint in OSI... who knows...

They are the same thing.
 

Two Wolves

Knight
Re: New Stackables

Thanks. My paint is not stacking. I am also trying to stack Egg and Smoke, am I too early or only "new" ones will stack not old ones?

psz;560308 said:
Mark had some things to take care of IRL and didn't get a chance to merge.

Just means a bigger changelog next week ;->


(Though I DID manage to fix alot of spawns in and around New Haven...)

nvm
 
Re: New Stackables

Two Wolves;560488 said:
am I too early or only "new" ones will stack not old ones?

nvm

I was falling in mistake too!

The fact is every item has a property "stackable" you can also turn on and off in game. So if you have spawned those items in ML, then you revert your shard in pre-AOS (to make an extreme example), they are still stackable.

This would mean, when it will be implemented in Demise, those items that are present in the list will still remain as "non stackable".

Unless *someone* with more powers than us speaks something like [global (insert_other_params_here) set stackable true.
It's only an example and I have not much experience in these commands.
 

uome

Bug Hunter
Re: New Stackables

osd_daedalus;560475 said:
Just tested. It works flawlessly :)

I just double checked granite to make sure you can't stack different types with each other and that it counts properly in the crafting menu.
Happy to report all seems well, good work everyone :)
 

Two Wolves

Knight
Re: New Stackables

What is the alternative? Either turn stacking off for poisoned food, but then that is detectable. Or poison the entire stack.
 

psz

Administrator
Re: New Stackables

On OSI, I think all food stacks except the poisoned food.

It doesn't REMOVE the poison, just that the poisoned food stacks seperately from the non-poisoned food.

Similar to different coloured cloth or different types of leather.

Unless it's changed, of course.
 

Two Wolves

Knight
Re: New Stackables

I know this is not exactly critical or on topic, but details like this are a part of the game where I put a considerable amount of focus.

Stacking poison food is not something that breaks crafting or pvp balance, but I think I have a suggestion that is better than OSI if there poison food stacks separately.

If that is the case then one would be able to detect poison if a piece of food does not stack with normal food - without the need for Taste Identification.

And wouldn't diffrent levels of poison then need to stack separately?

Consider instead poisoning an entire stack of food if you add poison food to it.

One consequence is that an individual could create a huge amount of poisoned food with a small amount of poison. But, since eating is optional there is only huge potential for humor at stake here.

I would have also suggested reducing the level of poison by stacking, but then that turns into yet another way of detecting or purposefully avoiding by reducing the risk of poisoning without the need for the Taste Identification skill.
 

LadyCrimson

Wanderer
Re: New Stackables

Honestly, I am ok with nit picking the details (I get paid to do it every day much to the chagrin of the developers I work with) - I would say it needs another topic rather than this one since the focus is stacking if poisoned and once there is another thread, I don't mind going on to OSI and checking out and seeing what happens.

LC
 
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