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| 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) |
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| 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 |
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| 0002818700bb4a299ba956fc2227a717 |
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| 1010402 | |
| 985124 | |
| 1088990 |
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| # 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. |
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| 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() |
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| /// <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 |
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| 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> |