# Bounty Boards <img width="717" height="382" alt="image" src="https://github.com/user-attachments/assets/455e5206-47d8-4449-805c-19b143d059e5" /> <img width="918" height="637" alt="image" src="https://github.com/user-attachments/assets/e78e1ca2-62b8-4abf-8f69-21438bb1b759" /> <img width="340" height="296" alt="image" src="https://github.com/user-attachments/assets/fd17d7e6-8c53-47df-ac58-a89ea3ef665e" /> ## Setup * Setup as part of decorate when bounty system is enabled * Several bounty board locations with a WarriorGuard spawner in front of the board. Guard spawns and idles around 5 range. ## Tests ### ReportBountyMurdererGump * Follows same behaviour as ReportMurdererGump * Extracted common logic * Didn't use staticgump due to several dynamic parts including input * Optional bounty with validation >0 and <bankbox.total * Murder report is honored either way ### Bounty boards * Open bounty board with many bounties, no bounties * Keep a bounty board open, invalidate a bounty by turning in the head, then try to click on the post of the now invalid post. As expected: does nothing * Bounty messages use the last murder time as their post date and expire in 14 days * Bounty boards/messages are not reliant on serialization; they use serialized fields from MurderContext to build messages when clicked. * Bounty messages use synthetic serials so they do not have to persist bounty messages as items. They are constructed and sent as raw packets when needed. * Players only appear on the bounty board if they are a murderer (though a non-murderer can technically still have a bounty if they decayed kills) * Tested skin/hair color descriptions vs a dozen spot checks ### Head turn in behaviour * Guard accepts head * Bounty -> gives bounty * No bounty -> generic response * Expired head (24h) -> generic response NOTE: CUO "latest" has a bug with bounty/bulletinmessages that causes overflow outside of the container. It has nothing to do with this PR. It is fixed here in CUO https://github.com/ClassicUO/ClassicUO/pull/1871 # Murderer title Bounty system and "murderer" title eliminated in [pub16](https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2002-2/publish-16-part-2-5-23rd-july/). So UO:LBR and before had bounties and murderer title. # Pre-T2A caveat There were differences in pre-T2A, but this cannot be currently implemented because we do not have any pre-T2A systems in general, so at least for now, behavior is consistent with later eras. Pre-T2A was a whole other ballgame, but the bounty system still worked similarly.
25 lines
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25 lines
501 B
INI
# Bounty Boards — placed when murderSystem.bountiesEnabled is true
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# 0x1E5E = east-facing, 0x1E5F = south-facing
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BountyBoard 0x1E5E
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2887 3482 17
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2734 2184 0
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2891 680 0
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5668 3123 13
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BountyBoard 0x1E5F
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5278 3981 37
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1442 1687 0
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2512 551 0
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600 2147 0
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# Guards — one per board, standing in front
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Spawner 0x1F13 (Spawn=WarriorGuard; Count=1; HomeRange=0; WalkingRange=5; Name=Bounty Board Guard Spawner)
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2887 3487 17
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2734 2189 0
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2891 685 0
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5668 3128 13
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5283 3981 37
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1447 1687 0
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2517 551 0
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605 2147 0
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