fix: Updates professions & new player gargish equipment (#819)
* Now reads Prof.txt to get the professions * The templated professions are based on profession `TrueName` * Adds missing starting equipment * Implements gargish starting equipment * Consolidates some of the code * Moves TC stuff to the TC file. * Fixes some starting equipment that was wrong. Note: * Implementing the original T2A professions is possible on the client side, but requires moving the old clilocs to the current clilocs file. In the current file the entries are blank. * Using the original LBR professions (they match AOS but without necromancy/chivalry) is kind of confusing because the profession indexes are ripped out of the UOTD/UOR ones and have non-sequential indexes. This will probably cause confusion and people will get no templated items when they select the wrong profession.
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80 changed files with 2654 additions and 1409 deletions
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@ -23,9 +23,9 @@ namespace Server
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public class CharacterCreatedEventArgs
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{
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public CharacterCreatedEventArgs(
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NetState state, IAccount a, string name, bool female, int hue, int str, int dex,
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int intel, CityInfo city, SkillNameValue[] skills, int shirtHue, int pantsHue, int hairID, int hairHue,
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int beardID, int beardHue, int profession, Race race
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NetState state, IAccount a, string name, bool female, int hue, StatNameValue[] stats, CityInfo city,
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SkillNameValue[] skills, int shirtHue, int pantsHue, int hairID, int hairHue, int beardID, int beardHue,
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int profession, Race race
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)
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{
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State = state;
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@ -33,9 +33,7 @@ namespace Server
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Name = name;
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Female = female;
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Hue = hue;
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Str = str;
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Dex = dex;
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Int = intel;
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Stats = stats;
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City = city;
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Skills = skills;
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ShirtHue = shirtHue;
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@ -60,11 +58,7 @@ namespace Server
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public int Hue { get; }
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public int Str { get; }
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public int Dex { get; }
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public int Int { get; }
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public StatNameValue[] Stats { get; }
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public CityInfo City { get; }
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@ -87,18 +81,8 @@ namespace Server
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public Race Race { get; }
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}
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public struct SkillNameValue
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{
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public SkillName Name { get; }
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public int Value { get; }
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public SkillNameValue(SkillName name, int value)
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{
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Name = name;
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Value = value;
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}
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}
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public readonly record struct SkillNameValue(SkillName Name, int Value);
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public readonly record struct StatNameValue(StatType Name, int Value);
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public static partial class EventSink
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{
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