#W# Initial Commit: Avatars Conquest
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52
Scripts/Misc/MapDefinitions.cs
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52
Scripts/Misc/MapDefinitions.cs
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using System;
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using Server;
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namespace Server.Misc
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{
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public class MapDefinitions
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{
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public static void Configure()
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{
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/* Here we configure all maps. Some notes:
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*
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* 1) The first 32 maps are reserved for core use.
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* 2) Map 0x7F is reserved for core use.
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* 3) Map 0xFF is reserved for core use.
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* 4) Changing or removing any predefined maps may cause server instability.
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*/
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RegisterMap( 0, 0, 0, 7168, 4096, 1, "Britannia", MapRules.DangerRules );
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RegisterMap( 1, 1, 1, 7168, 4096, 1, "Underworld", MapRules.DangerRules );
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RegisterMap( 2, 2, 2, 2304, 1600, 1, "Darkness", MapRules.DangerRules );
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RegisterMap( 3, 3, 3, 2560, 2048, 1, "Ocean", MapRules.DangerRules );
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RegisterMap( 4, 4, 4, 1448, 1448, 1, "Grassland", MapRules.DangerRules );
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RegisterMap( 0x7F, 0x7F, 0x7F, Map.SectorSize, Map.SectorSize, 1, "Internal", MapRules.Internal );
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/* Example of registering a custom map:
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* RegisterMap( 32, 0, 0, 6144, 4096, 3, "Iceland", MapRules.DangerRules );
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*
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* Defined:
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* RegisterMap( <index>, <mapID>, <fileIndex>, <width>, <height>, <season>, <name>, <rules> );
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* - <index> : An unreserved unique index for this map
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* - <mapID> : An identification number used in client communications. For any visible maps, this value must be from 0-3
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* - <fileIndex> : A file identification number. For any visible maps, this value must be 0, 2, 3, or 4
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* - <width>, <height> : Size of the map (in tiles)
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* - <name> : Reference name for the map, used in props gump, get/set commands, region loading, etc
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* - <rules> : Rules and restrictions associated with the map. See documentation for details
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*/
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TileMatrixPatch.Enabled = true; // OSI Client Patch 6.0.0.0
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MultiComponentList.PostHSFormat = false; // OSI Client Patch 7.0.9.0
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}
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public static void RegisterMap( int mapIndex, int mapID, int fileIndex, int width, int height, int season, string name, MapRules rules )
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{
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Map newMap = new Map( mapID, mapIndex, fileIndex, width, height, season, name, rules );
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Map.Maps[mapIndex] = newMap;
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Map.AllMaps.Add( newMap );
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}
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}
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}
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