Working Tillerman with Treasuremap fix Version 1.1
Summary:
Tillerman that follows a plotted course and Treasuremaps that don't require that the treasuremap and ground both be targeted
Description:
Version 1.1:
Fixed Crash bug with "Single #" command. Ya'll can flame me now because it was the same problem with the "Goto #" command, I should have seen that and fixed it along with the 1st crash bug report. I'm an idiot.
Version 1.0:
Crash bug reported by madjoejoe is fixed. There was a mistake in the parsing of the command of "Goto #". Thanks madjoejoe, shows that no matter how much troubleshooting you do there's always another condition you didn't think to test for.
This script is a modification from an earlier tillerman script that I did not write. I'm sorry but I do not remember the original author, as I downloaded it quite some time ago.
It's updated to work with 1.0 RC0.
Works with both the purchased preset maps and crafted Cartography maps.
Harvest system changed so that digging treasure maps doesn’t require that the treasure map is targeted first then the ground.
Fixes:
Ship oscillation is fixed (doesn't flip back and forth across a coordinate). WARNING: do not set the boats slowspeed to anything greater than one, the BaseBoat.cs script drops the boat to slowspeed when it is within one fastspeed of either the destination X or Y coordinate, if slowspeed is greater than one the boat can jump the coordinate which causes the oscillation.
HarvestTarget.cs searches the player’s backpack for treasuremaps and if it finds one inrange then mining digs for treasure instead of mining ore.
Special fishingnet’s validation doesn’t return a false “not deep water†if fishing is done next to the end of the map.
Doesn’t crash when a map with one pin less than the current “Goto†pin is dropped on the tillerman while following a course.
Use:
Just drag and drop a plotted map onto the tillerman to transfer its course to him. Then use the "Goto "#"" (where “#†is the pin number to start at) command to send the boat to the pins coordinate, the boat will then proceed to the rest of the pin's coordinates in order.
Behavior:
Use the “Goto #†(where # = the pin number on the map) command to set the course to the “#†that corresponds to the map pin. The ship will go in a diagonal until either the X or Y coordinate is 0 then proceed in a straight line to the pin location. The ship will not go around land, you’ll have to plot a clear course.
If the boat’s destination coordinate is within 2 tiles of the edge of the map, it is treated as being 2 tiles from the edge (boats cannot be placed less than 2 tiles from the edge or part of it will be off the map).
Added Enhancements:
If a course if plotted that is greater than 75% of the maps height or width then the tillerman travels in the opposite direction and wraps across the map, instead of taking the long route across the entire map.
When wrapping across the map the tillerman says “arrrr, rough waters aheadâ€
The maps with this are enlarged for easier use and yield the correct coordinates.
The script wraps the boat coordinates in Trammel and Felucca when the boat reaches the end of the map (instead of at 16 tiles from the end).
Installation:
Replace
BaseBoat.cs
Tillerman.cs
in Scripts\Multis\Boats
Replace
BlankMap.cs
CityMap.cs
LocalMap.cs
MapItem.cs
PresetMap.cs
Seachart.cs
TreasureMap.cs
WorldMap.cs
in \Scripts\Items\Maps
Replace
HarvestTarget.cs
in \Scripts\Engines\Harvest\Core
Replace
SpecialFishingNet.cs
in \Scripts\Items\Skill Items\Fishing\Misc
Summary:
Tillerman that follows a plotted course and Treasuremaps that don't require that the treasuremap and ground both be targeted
Description:
Version 1.1:
Fixed Crash bug with "Single #" command. Ya'll can flame me now because it was the same problem with the "Goto #" command, I should have seen that and fixed it along with the 1st crash bug report. I'm an idiot.
Version 1.0:
Crash bug reported by madjoejoe is fixed. There was a mistake in the parsing of the command of "Goto #". Thanks madjoejoe, shows that no matter how much troubleshooting you do there's always another condition you didn't think to test for.
This script is a modification from an earlier tillerman script that I did not write. I'm sorry but I do not remember the original author, as I downloaded it quite some time ago.
It's updated to work with 1.0 RC0.
Works with both the purchased preset maps and crafted Cartography maps.
Harvest system changed so that digging treasure maps doesn’t require that the treasure map is targeted first then the ground.
Fixes:
Ship oscillation is fixed (doesn't flip back and forth across a coordinate). WARNING: do not set the boats slowspeed to anything greater than one, the BaseBoat.cs script drops the boat to slowspeed when it is within one fastspeed of either the destination X or Y coordinate, if slowspeed is greater than one the boat can jump the coordinate which causes the oscillation.
HarvestTarget.cs searches the player’s backpack for treasuremaps and if it finds one inrange then mining digs for treasure instead of mining ore.
Special fishingnet’s validation doesn’t return a false “not deep water†if fishing is done next to the end of the map.
Doesn’t crash when a map with one pin less than the current “Goto†pin is dropped on the tillerman while following a course.
Use:
Just drag and drop a plotted map onto the tillerman to transfer its course to him. Then use the "Goto "#"" (where “#†is the pin number to start at) command to send the boat to the pins coordinate, the boat will then proceed to the rest of the pin's coordinates in order.
Behavior:
Use the “Goto #†(where # = the pin number on the map) command to set the course to the “#†that corresponds to the map pin. The ship will go in a diagonal until either the X or Y coordinate is 0 then proceed in a straight line to the pin location. The ship will not go around land, you’ll have to plot a clear course.
If the boat’s destination coordinate is within 2 tiles of the edge of the map, it is treated as being 2 tiles from the edge (boats cannot be placed less than 2 tiles from the edge or part of it will be off the map).
Added Enhancements:
If a course if plotted that is greater than 75% of the maps height or width then the tillerman travels in the opposite direction and wraps across the map, instead of taking the long route across the entire map.
When wrapping across the map the tillerman says “arrrr, rough waters aheadâ€
The maps with this are enlarged for easier use and yield the correct coordinates.
The script wraps the boat coordinates in Trammel and Felucca when the boat reaches the end of the map (instead of at 16 tiles from the end).
Installation:
Replace
BaseBoat.cs
Tillerman.cs
in Scripts\Multis\Boats
Replace
BlankMap.cs
CityMap.cs
LocalMap.cs
MapItem.cs
PresetMap.cs
Seachart.cs
TreasureMap.cs
WorldMap.cs
in \Scripts\Items\Maps
Replace
HarvestTarget.cs
in \Scripts\Engines\Harvest\Core
Replace
SpecialFishingNet.cs
in \Scripts\Items\Skill Items\Fishing\Misc