Full Version : Porting mobiles to 2.0
xmlspawner >>Scripting Support >>Porting mobiles to 2.0
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DazedAndConfused- 07-08-2006
Well I may bite the bullet and migrate to 2.0. I have a test shard running 2.0 and have added a number of scripts, including the xmlspawner2.0. But I have corrupted the saved mobiles too many times count, and I am filled with dread messing with them. Are there specific changes I need to implement to successfully transfer saved players/mobiles for porting to 2.0?
Haazen- 07-08-2006
As long as there have been no changes to the ser/des of either the Playermobile.cs or the Mobile.cs in the core of version 1.0, the player mobiles move over with no issues.
RunUO 1.0 PlayerMobils.cs was version 18
RunUO 2.0 PlayerMobile.cs is version 25
RunUO 1.0 core Mobile.cs was version 28
RunUO 2.0 core Mobile.cs is version 31
I hope this makes some sense.
DazedAndConfused- 07-08-2006
I hope so too. Seems too easy. Thanks!
DazedAndConfused- 07-11-2006
Although I thought I read they did change the ser/deser on mobiles. Maybe I was wrong about that ...
Haazen- 07-12-2006
Yes they did change the playermobile.
But if you have not changed the file, the port over goes without a hitch.
All of you saved players have version 18 in their save.
When you load them on the new server, the script load data according to version 18. Then when you resave the server, all your players will save the new data and then be version 25.
Next time you load, they are all loaded as version 25.
Hence all the case: statements in the deserialize section.
DazedAndConfused- 07-14-2006
Excellent. I was concerned because when I tried it you are asked if you want to delete the mobile at boot up. Is it suppose to do that, or did I do something wrong?
Haazen- 07-14-2006
I believe that if it asks if you want to delete PlayerMobiles, that means your present PlayerMobile and/or Mobile.cs in the core is different than the distro version 1.
If you installed any scripts to version 1 that changed the PlayerMobile.cs, it may not just port over.