#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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Scripts/Engines/Factions/Definitions/TownDefinition.cs
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59
Scripts/Engines/Factions/Definitions/TownDefinition.cs
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using System;
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namespace Server.Factions
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{
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public class TownDefinition
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{
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private int m_Sort;
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private int m_SigilID;
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private string m_Region;
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private string m_FriendlyName;
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private TextDefinition m_TownName;
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private TextDefinition m_TownStoneHeader;
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private TextDefinition m_StrongholdMonolithName;
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private TextDefinition m_TownMonolithName;
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private TextDefinition m_TownStoneName;
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private TextDefinition m_SigilName;
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private TextDefinition m_CorruptedSigilName;
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private Point3D m_Monolith;
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private Point3D m_TownStone;
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public int Sort{ get{ return m_Sort; } }
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public int SigilID{ get{ return m_SigilID; } }
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public string Region{ get{ return m_Region; } }
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public string FriendlyName{ get{ return m_FriendlyName; } }
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public TextDefinition TownName{ get{ return m_TownName; } }
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public TextDefinition TownStoneHeader{ get{ return m_TownStoneHeader; } }
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public TextDefinition StrongholdMonolithName{ get{ return m_StrongholdMonolithName; } }
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public TextDefinition TownMonolithName{ get{ return m_TownMonolithName; } }
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public TextDefinition TownStoneName{ get{ return m_TownStoneName; } }
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public TextDefinition SigilName{ get{ return m_SigilName; } }
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public TextDefinition CorruptedSigilName{ get{ return m_CorruptedSigilName; } }
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public Point3D Monolith{ get{ return m_Monolith; } }
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public Point3D TownStone{ get{ return m_TownStone; } }
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public TownDefinition( int sort, int sigilID, string region, string friendlyName, TextDefinition townName, TextDefinition townStoneHeader, TextDefinition strongholdMonolithName, TextDefinition townMonolithName, TextDefinition townStoneName, TextDefinition sigilName, TextDefinition corruptedSigilName, Point3D monolith, Point3D townStone )
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{
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m_Sort = sort;
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m_SigilID = sigilID;
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m_Region = region;
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m_FriendlyName = friendlyName;
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m_TownName = townName;
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m_TownStoneHeader = townStoneHeader;
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m_StrongholdMonolithName = strongholdMonolithName;
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m_TownMonolithName = townMonolithName;
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m_TownStoneName = townStoneName;
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m_SigilName = sigilName;
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m_CorruptedSigilName = corruptedSigilName;
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m_Monolith = monolith;
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m_TownStone = townStone;
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}
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}
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}
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