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jeniferirwin / sovereign_dawn_resonances_1-13-2026.txt
Last active January 13, 2026 19:02
Resonance List for Sovereign Dawn
The format is: <Resonance Name> (<Crimson>/<Azure>/<Emerald>/<Total>): <Description>
I know this would look a lot better in color, but my system for producing this list isn't done yet. For now,
it's easiest to just look at the last number in the list. That's the total number of slots an item would need
to support the resonance.
Make sure to look at HELP SLOTS so that you know what equipment to target.
Acrobatic Defense (1/2/0/3): Increases dodge and parry rates by 12% each.
Arcana Wall (3/1/0/4): Offensive spells that target you are cast at -10 levels. (-4 levels for PVP)
@jeniferirwin
jeniferirwin / sovereign_dawn_speedwalks.txt
Last active January 10, 2026 05:11
Sovereign Dawn Speedwalks
Area Name Notes Speedwalk
Hall of Immortals rec mid;nu
City of Ofcol rec anon;7w2n2e5n6e3n
The Bazaar rec mid;2s5w6n
The Northern Path rec mid;7n
Dwarven Day Care rec mid;2s6e3n2es
Newbie Zone 1 rec mid;d;open south;3s3e
Newbie Zone 2 Aggro rec mid;2s6e2ned
MUD School rec mid;d
Midgaard Zoo rec mid;8se2s
0002818700bb4a299ba956fc2227a717
1010402
985124
1088990
@jeniferirwin
jeniferirwin / gist:1763faaeab91da1b098d978169af2d69
Last active June 6, 2024 03:05
PuTTY-like Numpad/Keypad Mapping for Windows Terminal 1.16 (written specifically for TinTin++ compatibility)
# I wrote these mappings when I wanted to migrate from using PuTTY to using
# Windows Terminal. Originally, all of my TinTin++ numpad macros were broken
# because the numpad acts differently in WT by default. These remappings
# make the keypad act like it did in PuTTY.
#
# This has only been tested for TinTin++. I don't really use the keypad in other
# programs, so I don't know if this breaks the functionality elsewhere.
#
# In Windows Terminal, open the Settings tab. In the lower left, you
# can 'Open JSON File'. Add the following lines to the 'actions' section.
@jeniferirwin
jeniferirwin / RandomizedObjectPool.cs
Last active August 26, 2020 20:24
Unity component for an object pool that randomizes itself
using UnityEngine;
using System.Collections.Generic;
public class RandomizedObjectPool : MonoBehaviour
{
public GameObject[] objectPrefabs;
public int initObjectAmount;
private List<GameObject> objectPool = new List<GameObject>();
private void Start()
@jeniferirwin
jeniferirwin / Shuffle.cs
Created July 31, 2020 11:28
Shuffle function for Unity, primarily intended for object pools.
/// <summary>
/// This is used for when we're working with an object pool that has
/// a variety of randomized objects and is not seeing frequent heavy use.
///
/// For cases where the object pool has randomized elements (such as
/// enemies with different stats), working with that pool has the
/// possibility of just returning the same exact object every time we
/// request an object from it. For random spawns, we don't want this.
///
/// Shuffle is used to randomly reorder an object pool so that this doesn't
@jeniferirwin
jeniferirwin / MonoSingleton.cs
Created July 31, 2020 10:56
MonoSingleton snippet from the Unity C# Survival Guide
using UnityEngine;
/// <summary>
/// Quickly turns any Unity MonoBehaviour into a singleton.
///
/// Example of how to implement. Change the class declaration at the top
/// of a new Unity C# script to look similar to this ('SpawnManager' is
/// just an example, it should be whatever you've named the class):
///
/// public class SpawnManager : MonoSingleton<SpawnManager>