#W# SoS's: If you have a sextant in your backpack the SoS will give you the X,Y location.
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3 changed files with 64 additions and 13 deletions
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@ -1,7 +1,17 @@
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Snack Pack
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- Holds food and water
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- Double click eats and drinks.
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Items
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- Snack Pack
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- Holds food and water
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- Double click eats and drinks.
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- Miners Helmet
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- Increases Ore amounts/upgrade node
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- Sets max nightsight
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Scrolls
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- Item that raises your total skill cap by 1 up to 720
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- Power scrolls but 1 point at a time.
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Night Sight
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- Night sight levels 1-3
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Lesser, normal, greater
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- Night sight increase trap detection
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- Night sight increases chance to find more ore/upgrade ore node.
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@ -36,8 +36,9 @@ Command
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- [BuildWorld - Opens a new buldworld gump
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- [bandself - Applies a bandage to the player. Checks for bandages in the players pack
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also won't reapply if a bandage is already ticking.
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- [Bounties - Opens a gump showing your current bounty process.
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Dungeon Crates/Bags
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- Bags are always trapped. They have level 0-3 loot
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- Bags are always trapped. They have level 1-3 loot
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- Chests are locked and trapped. They have level 4-6 loot
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ThiefPedestals
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- Require Snooping and Stealing to take the bag. They are random level 0-6. They are trapped.
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@ -57,12 +58,39 @@ Settings.cs/ValidSettings.cs
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- There is a Settings.cs file that allows you to change some things.
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- The ValidSettings.cs sets hard limits for some of the settings.
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Bandages HoT/Healing active skill
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- Bandages now if a small amount of hp over the druation of the bandage.
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Doesn't cure poison. It subtracts that amount from the end total healed.
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- Heal skill is now activatable. Instantly cure poison/bleed, but has a 15 second
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skill timer lock.
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Bounty Board
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- Towns now have a Bounty house, vendor, and bounty board. The board has different levels
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of bounties depending on the players fame. Higher fame opens higher bounties.
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- Players collect bounty coins that can be spent with the bounty vendor.
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Automount/Dismount
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Stats that are collected from creation
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- Players are automatically dismount and remounted when they enter certian regions.
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Dungeons and Town businesses.
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Stats that are collected from creation of the character
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- Total gold looted
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- Total Deaths
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- Spendable Monster Kill points
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- Lifetime total Monster Kill Points
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Food Changes
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- 15+ hunger and thrirst give a small passive stat regen
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- 5 and below a negative stat regen
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Exhaustion System
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- Every 200 points of damage will lower your hunger/thirst by 1
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Innate weapon abilities
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- You need at least 50 in weaponskill and tactics to unlock your first innate ability.
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- You need at least 100 in weaponskill and tactics to unlock the second innate ability.
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- There is a 10% chance to activate the ability with a 5 second cooldown.
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- Each weapon class as 2 abilities. Except wreslting.
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FarmSpawner
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- Simple farm plot spawner. Makes setting up new farm land easier.
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- Also you only need to walk over the crop to harvest it. Drops in players backpack
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Spinningwheel/Loom Changes
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AUtoharvest Skills
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- Spinning Wheels now process the entier stack of Cotton/Flax/Wool.
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- Looms now process the entire stack of thread.
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Autoharvest Skills
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- Lumberjacking/Mining/Fishing now automatically harvest. No need to click target repeat
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Fising
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- SOS's will now display the X,Y location if the player has a sextant in thier backpack
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@ -10,7 +10,7 @@ public partial class SOS : Item
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{
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// We can only speculate, but I lack of support for non-ascii arguments in localized html gumps is why this wasn't used.
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// By default let's use the old gump, because we can.
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private static bool UseNewMessages = false;
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private static bool UseNewMessages = true;
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private static Rectangle2D[] BritRegions = { new(0, 0, 5120, 4096) };
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@ -200,18 +200,31 @@ public partial class SOS : Item
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return;
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}
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int xLong = 0, yLat = 0;
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int xMins = 0, yMins = 0;
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bool xEast = false, ySouth = false;
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string fmt;
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if (Sextant.Format(loc, map, ref xLong, ref yLat, ref xMins, ref yMins, ref xEast, ref ySouth))
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// Check if the player has a Sextant anywhere in their backpack
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bool hasSextant = from.Backpack != null && from.Backpack.FindItemByType(typeof(Sextant)) != null;
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if (hasSextant)
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{
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fmt = $"{yLat}° {yMins}'{(ySouth ? "S" : "N")}, {xLong}°{xMins}'{(xEast ? "E" : "W")}";
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// Player has a sextant: give exact X, Y coordinates
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fmt = $"X: {loc.X}, Y: {loc.Y}";
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}
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else
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{
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fmt = "?????";
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// No sextant: default to the cryptic degree format
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int xLong = 0, yLat = 0;
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int xMins = 0, yMins = 0;
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bool xEast = false, ySouth = false;
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if (Sextant.Format(loc, map, ref xLong, ref yLat, ref xMins, ref yMins, ref xEast, ref ySouth))
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{
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fmt = $"{yLat}° {yMins}'{(ySouth ? "S" : "N")}, {xLong}°{xMins}'{(xEast ? "E" : "W")}";
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}
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else
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{
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fmt = "?????";
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}
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}
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from.SendGump(new MessageGump(fmt));
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