[2.0 RC1] Vhaerun's Advanced Cartography 2.0
Here it is, the update for Advanced Cartography. It takes the original AC and adds on a couple new things. First, it includes an updated sextant that works with the AC system. Second, it included a brand new type of treasure map hunting that allows shard admins to make their own modifications including what treasure is found and how difficult it is to recover.
Advanced Cartography 1.0 Beta can be found here: http://www.runuo.com/forums/custom-...uo-2-0-rc1-advanced-cartography-1-0-beta.html
Advanced Cartography was designed to help custom maps with treasure map hunting without having to create and alter the files necessary to view the actual treasure maps in the client. Instead of showing a black and white/yellow image, it gives coordinates in ( X, Y ) form to the location of the treasure chest. The only thing that would need to be altered for a custom map shard is the "treasure.cfg" file in your Data folder for the locations.
Using the included Cartographer's Sextant gives the ( X, Y ) coordinates now instead of the longitude and latitude, so the use of UOAM isn't necessary, though it still may help.
This is a brand new cartography system. Basically, what it does is work like both a treasure map and a SOS. You find a parchment message and decode it using cartography, and receive a treasure message that looks similar to a treasure map.
Then you just read the treasure message. It gives you coordinates and a little message. The message crumbles to dust and at the same time, a random monster is spawned at a location randomly chosen using "treasure.cfg". A wooden treasure chest (locked and sometimes trapped) is placed in the random monster's inventory. The trick is to track down the monster and kill it to receive the treasure.
An added plus to this system is the wooden treasure chest is an independent item, and takes just a little bit of scripting knowledge to add things to it. You can make it as cheap or as profitable as you wish. You can also choose which monsters you want to have randomly spawned rather easily as well.
To choose which monsters you want to have spawned, open TreasureMessage.cs and go to line 141:
If, for example, you want to add a dragon to this list, you would just do this:
If you have a question as to how to add something to anything (treasure chest, spawning chance, etc), just let me know.
I've included a vendor mobile (cartographer) that sells the cartographer's sextant while removing the pith/pressed papyrus/book/blank scroll crafting for ease of install.
As usual, I've included more than one download here.
Vhaerun's Advanced Cartography 2.0 - Recommended for custom map shards. Includes modifications to TreasureMap.cs and DefCartography.cs, and the ability to treasure hunt on a custom map with little alterations.
Vhaerun's Message Cartography - For anyone. This requires no distribution modifications. Plug and play.
* The fact the treasure message is removed when it is used is by design. It is not a bug. It is set up that way because I could not figure a way to use it just once and not have it keep respawning monsters.
* I don't believe the "level" system used in the treasure maps is inherited, nor am I sure I could do it, the way I've scripted the system. After this, I am script-pooped.
* With taking into the above into account, it is possible to modify the base cartography skill needed to decode the parchment messages. Just look around line 98 in ParchmentMessage.cs.
* If someone wants, I will share my modified Loot.cs and LootPack.cs to help give people an idea for what to do to add treasure map pieces and parchment messages to random loot packages.
* As always, any bugs/suggestions/ideas/etc, please post here!
Vhaerun's Advanced Cartography 2.0
Here it is, the update for Advanced Cartography. It takes the original AC and adds on a couple new things. First, it includes an updated sextant that works with the AC system. Second, it included a brand new type of treasure map hunting that allows shard admins to make their own modifications including what treasure is found and how difficult it is to recover.
Advanced Cartography 1.0 Beta can be found here: http://www.runuo.com/forums/custom-...uo-2-0-rc1-advanced-cartography-1-0-beta.html
THE BASICS
Advanced Cartography was designed to help custom maps with treasure map hunting without having to create and alter the files necessary to view the actual treasure maps in the client. Instead of showing a black and white/yellow image, it gives coordinates in ( X, Y ) form to the location of the treasure chest. The only thing that would need to be altered for a custom map shard is the "treasure.cfg" file in your Data folder for the locations.
Using the included Cartographer's Sextant gives the ( X, Y ) coordinates now instead of the longitude and latitude, so the use of UOAM isn't necessary, though it still may help.
MESSAGE CARTOGRAPHY
This is a brand new cartography system. Basically, what it does is work like both a treasure map and a SOS. You find a parchment message and decode it using cartography, and receive a treasure message that looks similar to a treasure map.
Then you just read the treasure message. It gives you coordinates and a little message. The message crumbles to dust and at the same time, a random monster is spawned at a location randomly chosen using "treasure.cfg". A wooden treasure chest (locked and sometimes trapped) is placed in the random monster's inventory. The trick is to track down the monster and kill it to receive the treasure.
An added plus to this system is the wooden treasure chest is an independent item, and takes just a little bit of scripting knowledge to add things to it. You can make it as cheap or as profitable as you wish. You can also choose which monsters you want to have randomly spawned rather easily as well.
To choose which monsters you want to have spawned, open TreasureMessage.cs and go to line 141:
Code:
switch ( Utility.Random( 4 ) )
{
default:
case 0: spawn = new Lich(); break;
case 1: spawn = new Skeleton(); break;
case 2: spawn = new Mongbat(); break;
case 3: spawn = new Troll(); break;
}
If, for example, you want to add a dragon to this list, you would just do this:
Code:
switch ( Utility.Random( 5 ) )
{
default:
case 0: spawn = new Lich(); break;
case 1: spawn = new Skeleton(); break;
case 2: spawn = new Mongbat(); break;
case 3: spawn = new Troll(); break;
case 4: spawn = new Dragon(); break;
}
If you have a question as to how to add something to anything (treasure chest, spawning chance, etc), just let me know.
Other Little Things
I've included a vendor mobile (cartographer) that sells the cartographer's sextant while removing the pith/pressed papyrus/book/blank scroll crafting for ease of install.
As usual, I've included more than one download here.
Vhaerun's Advanced Cartography 2.0 - Recommended for custom map shards. Includes modifications to TreasureMap.cs and DefCartography.cs, and the ability to treasure hunt on a custom map with little alterations.
Vhaerun's Message Cartography - For anyone. This requires no distribution modifications. Plug and play.
Notes...
* The fact the treasure message is removed when it is used is by design. It is not a bug. It is set up that way because I could not figure a way to use it just once and not have it keep respawning monsters.
* I don't believe the "level" system used in the treasure maps is inherited, nor am I sure I could do it, the way I've scripted the system. After this, I am script-pooped.
* With taking into the above into account, it is possible to modify the base cartography skill needed to decode the parchment messages. Just look around line 98 in ParchmentMessage.cs.
* If someone wants, I will share my modified Loot.cs and LootPack.cs to help give people an idea for what to do to add treasure map pieces and parchment messages to random loot packages.
* As always, any bugs/suggestions/ideas/etc, please post here!