diff --git a/DataCollection/gamedata.json b/DataCollection/gamedata.json
index 2799e9e..43d8d56 100755
--- a/DataCollection/gamedata.json
+++ b/DataCollection/gamedata.json
@@ -209,6 +209,7 @@
"end_of_meta":"^Z",
"back_to_map":"^M",
"back_to_map_horse":"^MM",
+ "r1":"^R1",
"long_full_line":"^L",
"fountain":"Although it's not recommended, you could drink from this fountain if you are thirsty...^T6Drink from the public fountain. ^B1D^R1^X^Z",
"venus_flytrap_format":"The Giant Venus Flytrap chomped at you!
OUCH!!
It chomped your pocket, taking $%MONEY% with it!!",
@@ -218,13 +219,17 @@
"player_interaction":{
"players_here":"Players Here:",
"menu":"^I%PLAYERICON%^T1%PLAYERNAME%%BUTTONS%^R1",
- "multiple_players_menu":"^B5AHUG^B5BDOG PILE^B5CDANCE^B5DHUDDLE^B5EHOWL^R1",
"profiile_button":"^B1L%PLAYERID%",
"social_button":"^B1S%PLAYERID%",
"trade_button":"^B1T%PLAYERID%",
"buddy_button":"^B1B%PLAYERID%",
"tag_button":"^B1X%PLAYERID%",
"pm_button":"^B1P%PLAYERNAME%",
+ "socials":{
+ "socials_button":"^B5%ID%%SOCIALNAME%",
+ "socials_message":"* %SOCIALMSG% *",
+ "socials_menu_type":"^L%TYPE%:^R1"
+ },
"trade":{
"trading_with":"^ATTrading with %PLAYERNAME%",
@@ -644,6 +649,8 @@
"cant_release_currently_riding":"You cannot release the horse you are riding!",
"released_horse":"You released the horse! It now roams Horse Isle freely. It will disappear in an hour.",
"horse_bucked":"Your inexperienced horse has become frustrated and has bucked you off! (Horse gained 1exp)",
+ "llama_bucked":"Your inexperienced llama has become tired and lain down! (Llama gained 1exp)",
+ "camel_bucked":"Your inexperienced camel got frustrated and spat angrily, bumping you off! (Camel gained 1exp)",
"auto_sell_success":"Horse %HORSENAME% Purchase Completed!",
"auto_sell_insufficent_money":"You cannot afford that horse!",
@@ -1013,112 +1020,6 @@
},
"seperator":"
",
},
- "socials":{
- "for_sender":{
- "friendly":{
- "smile":"* You smile at %USERNAME%. *",
- "wave":"* You wave enthusiastically at %USERNAME%! *",
- "wink":"* You sneak a wink off to %USERNAME%. *",
- "laugh":"* You laugh at %USERNAME%'s humor. *",
- "high5":"* You give a big high-five to %USERNAME%! *",
- "clap":"* You clap at what %USERNAME% has done! *",
- "hug":"* You give %USERNAME% a welcome hug. *",
- "bearhug":"* You nearly crush %USERNAME% with your massive bearhug! *",
- "dance":"* You do a little dance with %USERNAME%! *",
- "nod":"* You nod at %USERNAME%. *",
- "tickle":"* You tickle %USERNAME%'s sides. *",
- "thumbsup":"* You give %USERNAME% an enthusiastic thumbs up. *",
- "shoulderpat":"* You pat %USERNAME% comfortingly on the shoulder. *",
- "circle":"* You run circles around %USERNAME% making them dizzy. *",
- "glomp":"* You surprise %USERNAME% by tackling and hugging them very tightly! %USERNAME% squeaks in surprise! *",
- "beam":"* You produce one of the biggest, happiest faces possible towards %USERNAME%! *",
- "handshake":"* You shake hands with %USERNAME% enthusiastically. *",
- "rofl":"* %USERNAME% is so funny you end up rolling on the floor from laughing so hard!! *",
- "spin":"* You playfully spin %USERNAME% in circles making them dizzy. *",
- "sing":"* You sing a silly song to %USERNAME% hoping they laugh. *",
- "flail":"* You flail wildly at %USERNAME%! *"
- },
- "unfriendly":{
- "frown":"* You frown upon %USERNAME%'s behavior. *",
- "poke":"* You poke %USERNAME% right in the ribs! *",
- "ignore":"* You stick your nose in the air and ignore %USERNAME%s childish behavior! *",
- "growl":"* In a deep growling voice, you attempt to frighten %USERNAME%! *",
- "point":"* You point jokingly at %USERNAME%! *",
- "burp":"* BuuuuuuuurrrrP! *",
- "cry":"* %USERNAME% has made you cry like a little baby! *",
- "yell":"* You start yelling angrily at %USERNAME%. *",
- "nudge":"* You nudge %USERNAME% carefully out of your way. *",
- "yawn":"* YYYYAAAAWWWWNNNNN... Boy %USERNAME% is boring... *",
- "tease":"* You laughingly tease %USERNAME% about their silly shoes. *",
- "quack":"* You make weird animal noises at %USERNAME% trying to sound like a ferocious... duck. *",
- "snore":"* ZZzzzzz.... %USERNAME% has bored you to the point of SNORING!! Wow.. now, that is boring.. *",
- "scream":"* AAAAAAAAAAAAAHHH!!!! You scream loudly at %USERNAME%.. . maybe overreacting? *",
- "hide":"* You quickly hide in the shadows, hoping %USERNAME% does not see you. . . *",
- "trip":"* Poor %USERNAME% tripped over your giant hobbitty feet!! *",
- "roar":"* From the bottom of your being you release the loudest roar possible!. . Only. . on its way out, your voice squeaks a little, and that takes away from the intimidation. . . *",
- "boo":"* BOOOOO! You frighten %USERNAME% really bad! They did not see that coming! *"
- },
- "horse":{
- "wink":"* Your horse winks at %USERNAME%. *",
- "neigh":"* Your horse neighs loudly at %USERNAME%. *",
- "whinny":"* Your horse whinnies softly and happily towards %USERNAME%. *",
- "snort":"* Your horse rudely snorts towards %USERNAME%! *",
- "buck":"* Your horse bucks you lightly. Must have been excited to see %USERNAME%. *"
- }
- },
- "for_others":{
- "friendly":{
- "smile":"* %USERNAME% smiles at you. *",
- "wave":"* %USERNAME% is waving at you very enthusiastically! *",
- "wink":"* %USERNAME% winks at you secretively. *",
- "laugh":"* %USERNAME% laughs at your humor. *",
- "high5":"* %USERNAME% comes at you with a high-five! You manage to meet the clap in time! *",
- "clap":"* %USERNAME% is clapping at what you have accomplished! *",
- "hug":"* %USERNAME% gives you a hug. *",
- "bearhug":"* %USERNAME% nearly crushes you with a massive bearhug! *",
- "dance":"* %USERNAME% and you do a little dance! *",
- "nod":"* %USERNAME% nods at you. *",
- "tickle":"* %USERNAME% tickles your sides until you fall over laughing. *",
- "thumbsup":"* %USERNAME% gives you an enthusiastic thumbs up. *",
- "shoulderpat":"* %USERNAME% comfortingly pats you on the shoulder. *",
- "circle":"* %USERNAME% excitedly runs circles around you causing your head to spin. *",
- "glomp":"* All of a sudden %USERNAME% tackles you and starts to hug you very tightly! You squeak in surprise! *",
- "beam":"* %USERNAME% produces one of the biggest, happiest faces you've ever seen towards you!!! Wow, you must have made them happy. *",
- "handshake":"* %USERNAME% shakes hands with you enthusiastically. *",
- "rofl":"* You were so funny that %USERNAME% is rolling on the floor from laughing so hard!! *",
- "spin":"* %USERNAME% playfully spins you in circles. You are getting quite dizzy. *",
- "sing":"* %USERNAME% sings you a silly song. You burst out laughing. *",
- "flail":"* You must have done something exciting, because %USERNAME% is flailing at you wildly! *"
- },
- "unfriendly":{
- "frown":"* Upon your behavior, %USERNAME% frowns deeply. *",
- "poke":"* %USERNAME% has poked you right in the ribs! *",
- "ignore":"* %USERNAME% sticks their nose in the air ignoring your childish behavior! *",
- "growl":"* You are frightened by a deep growl! It's directed at you from %USERNAME%! *",
- "point":"* %USERNAME% points jokingly at you! *",
- "burp":"* Buuurrrp! You can't believe %USERNAME% just did that towards you! *",
- "cry":"* %USERNAME% is crying like a little baby because of you now! *",
- "yell":"* %USERNAME% is yelling at you! You must have done something wrong. *",
- "nudge":"* %USERNAME% gives you a careful nudge out of the way. *",
- "yawn":"* YYYAAAWWWNN... you are boring %USERNAME%! *",
- "tease":"* %USERNAME% laughingly teases you about your silly shoes. *",
- "quack":"* %USERNAME% makes weird animal noises at you. Was that a duck? *",
- "snore":"* ZZzzzzz.... You have bored %USERNAME% to the point of SNORING!! Ooops! *",
- "scream":"* AAAAAAAAAAAAAHHH!!!! %USERNAME% screams loudly at you.. . overreacting a bit!? *",
- "hide":"* %USERNAME% quickly hides in the shadows, hoping you do not see them. . . *",
- "trip":"* You tripped over %USERNAME%'s giant hobbitty feet!! Poor you! *",
- "roar":"* From the bottom of %USERNAME%'s being they release the loudest roar possible towards you!. . Only. . on its way out, their voice squeaks a little, and that takes away from the intimidation. . . *",
- "boo":"* BOOOOOOOO! %USERNAME% frightens you really bad! You did not see that coming! *"
- },
- "horse":{
- "wink":"* %USERNAME%'s horse winks at you! *",
- "neigh":"* %USERNAME%'s horse neighs loudly at you. *",
- "whinny":"* %USERNAME%'s horse whinnies softly and happily towards you. *",
- "snort":" * %USERNAME%'s horse rudely snorts towards you! *",
- "buck":"* %USERNAME%'s horse bucks lightly. Must have been excited to see you. *"
- }
- }
- },
"chat":{
"for_others":{
"global_format":"%USERNAME%: %MESSAGE%",
@@ -550751,6 +550652,420 @@
{"trainer_id":9,"improves_stat":"agility","improves_amount":10,"thirst_cost":50,"mood_cost":20,"hunger_cost":50,"money_cost":750,"experience":10},
{"trainer_id":10,"improves_stat":"endurance","improves_amount":10,"thirst_cost":80,"mood_cost":20,"hunger_cost":80,"money_cost":750,"experience":5}
],
+ "social_types":[
+ {
+ "type": "FRIENDLY",
+ "socials": [
+ {
+ "social_id": 1,
+ "button_name": "SMILE",
+ "for_sender": "You smile at %TARGETNAME%.",
+ "for_target": "%SENDERNAME% smiles at you.",
+ "for_everyone": "%SENDERNAME% smiled at %TARGETNAME%.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 2,
+ "button_name": "WAVE",
+ "for_sender": "You wave enthusiastically at %TARGETNAME%!",
+ "for_target": "%SENDERNAME% is waving at you very enthusiastically!",
+ "for_everyone": "%SENDERNAME% waved at %TARGETNAME%.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 3,
+ "button_name": "WINK",
+ "for_sender": "You sneak a wink off to %TARGETNAME%.",
+ "for_target": "%SENDERNAME% winks at you secretively.",
+ "for_everyone": null,
+ "sound_effect": null
+ },
+ {
+ "social_id": 4,
+ "button_name": "LAUGH",
+ "for_sender": "You laugh at %TARGETNAME%'s humor.",
+ "for_target": "%SENDERNAME% laughs at your humor.",
+ "for_everyone": "%SENDERNAME% laughs heartily at %TARGETNAME%'s humor.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 11,
+ "button_name": "HIGH5",
+ "for_sender": "You give a big high-five to %TARGETNAME%!",
+ "for_target": "%SENDERNAME% comes at you with a high-five! You manage to meet the clap in time!",
+ "for_everyone": "%TARGETNAME% is being high-fived by %SENDERNAME% for some reason.",
+ "sound_effect": "HI5"
+ },
+ {
+ "social_id": 12,
+ "button_name": "CLAP",
+ "for_sender": "You clap at what %TARGETNAME% has done!",
+ "for_target": "%SENDERNAME% is clapping at what you have accomplished!",
+ "for_everyone": "%SENDERNAME% is clapping for %TARGETNAME%.",
+ "sound_effect": "CLAP"
+ },
+ {
+ "social_id": 13,
+ "button_name": "HUG",
+ "for_sender": "You give %TARGETNAME% a welcome hug.",
+ "for_target": "%SENDERNAME% gives you a hug.",
+ "for_everyone": "%SENDERNAME% gave %TARGETNAME% a hug.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 14,
+ "button_name": "BEARHUG",
+ "for_sender": "You nearly crush %TARGETNAME% with your massive bearhug!",
+ "for_target": "%SENDERNAME% nearly crushes you with a massive bearhug!",
+ "for_everyone": "Wow! %TARGETNAME% was almost crushed by %SENDERNAME%'s bearhug!",
+ "sound_effect": null
+ },
+ {
+ "social_id": 15,
+ "button_name": "DANCE",
+ "for_sender": "You do a little dance with %TARGETNAME%!",
+ "for_target": "%SENDERNAME% and you do a little dance! ",
+ "for_everyone": "%SENDERNAME% and %TARGETNAME% do a little dance around the place..",
+ "sound_effect": null
+ },
+ {
+ "social_id": 17,
+ "button_name": "NOD",
+ "for_sender": "You nod at %TARGETNAME%.",
+ "for_target": "%SENDERNAME% nods at you.",
+ "for_everyone": "%SENDERNAME% nods at %TARGETNAME%.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 18,
+ "button_name": "TICKLE",
+ "for_sender": "You tickle %TARGETNAME%'s sides.",
+ "for_target": "%SENDERNAME% tickles your sides until you fall over laughing.",
+ "for_everyone": "%SENDERNAME% is tickling %TARGETNAME%'s sides.",
+ "sound_effect": "TICL"
+ },
+ {
+ "social_id": 21,
+ "button_name": "THUMBS UP",
+ "for_sender": "You give %TARGETNAME% an enthusiastic thumbs up.",
+ "for_target": "%SENDERNAME% gives you an enthusiastic thumbs up.",
+ "for_everyone": "%SENDERNAME% is giving %TARGETNAME% a thumbs up for some reason.",
+ "sound_effect": "THUP"
+ },
+ {
+ "social_id": 23,
+ "button_name": "SHOULDER PAT",
+ "for_sender": "You pat %TARGETNAME% comfortingly on the shoulder.",
+ "for_target": "%SENDERNAME% comfortingly pats you on the shoulder.",
+ "for_everyone": "%SENDERNAME% pats %TARGETNAME% on the shoulder.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 24,
+ "button_name": "CIRCLE",
+ "for_sender": "You run circles around %TARGETNAME% making them dizzy.",
+ "for_target": "%SENDERNAME% excitedly runs circles around you causing your head to spin.",
+ "for_everyone": "%SENDERNAME% runs circles around %TARGETNAME% making %TARGETNAME% dizzy.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 38,
+ "button_name": "GLOMP",
+ "for_sender": "You surprise %TARGETNAME% by tackling and hugging them very tightly! %TARGETNAME% squeaks in surprise!",
+ "for_target": "All of a sudden %SENDERNAME% tackles you and starts to hug you very tightly! You squeak in surprise!",
+ "for_everyone": "All of a sudden %SENDERNAME% tackles %TARGETNAME% and starts to hug them very tightly! %TARGETNAME% squeaks in surprise!",
+ "sound_effect": null
+ },
+ {
+ "social_id": 40,
+ "button_name": "BEAM",
+ "for_sender": "You produce one of the biggest, happiest faces possible towards %TARGETNAME%!",
+ "for_target": "%SENDERNAME% produces one of the biggest, happiest faces you've ever seen towards you!!! Wow, you must have made them happy.",
+ "for_everyone": "%SENDERNAME% produces one of the biggest, happiest faces you've ever seen towards %TARGETNAME%!!!",
+ "sound_effect": null
+ },
+ {
+ "social_id": 45,
+ "button_name": "HANDSHAKE",
+ "for_sender": "You shake hands with %TARGETNAME% enthusiastically.",
+ "for_target": "%SENDERNAME% shakes hands with you enthusiastically.",
+ "for_everyone": "%SENDERNAME% is shaking hands with %TARGETNAME% quite enthusiastically.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 46,
+ "button_name": "ROFL",
+ "for_sender": "%TARGETNAME% is so funny you end up rolling on the floor from laughing so hard!!",
+ "for_target": "You were so funny that %SENDERNAME% is rolling on the floor from laughing so hard!!",
+ "for_everyone": "%SENDERNAME% is laughing so hard at %TARGETNAME% that %SENDERNAME% is rolling on the floor!!",
+ "sound_effect": null
+ },
+ {
+ "social_id": 48,
+ "button_name": "SPIN",
+ "for_sender": "You playfully spin %TARGETNAME% in circles making them dizzy.",
+ "for_target": "%SENDERNAME% playfully spins you in circles. You are getting quite dizzy.",
+ "for_everyone": "%SENDERNAME% is spinning %TARGETNAME% in circles. You are getting dizzy just watching!",
+ "sound_effect": null
+ },
+ {
+ "social_id": 51,
+ "button_name": "SING",
+ "for_sender": "You sing a silly song to %TARGETNAME% hoping they laugh.",
+ "for_target": "%SENDERNAME% sings you a silly song. You burst out laughing. ",
+ "for_everyone": "%SENDERNAME% is singing a silly song to %TARGETNAME%. You can't help but laugh yourself.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 52,
+ "button_name": "FLAIL",
+ "for_sender": "You flail wildly at %TARGETNAME%!",
+ "for_target": "You must have done something exciting, because %SENDERNAME% is flailing at you wildly!",
+ "for_everyone": "%TARGETNAME% must have done something exciting, because %SENDERNAME% is flailing at %TARGETNAME% wildly!",
+ "sound_effect": null
+ }
+ ]
+ },
+ {
+ "type": "UNFRIENDLY",
+ "socials": [
+ {
+ "social_id": 5,
+ "button_name": "FROWN",
+ "for_sender": "You frown upon %TARGETNAME%'s behavior.",
+ "for_target": "Upon your behavior, %SENDERNAME% frowns deeply.",
+ "for_everyone": "%SENDERNAME% frowns upon %TARGETNAME%'s behavior.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 6,
+ "button_name": "POKE",
+ "for_sender": "You poke %TARGETNAME% right in the ribs!",
+ "for_target": "%SENDERNAME% has poked you right in the ribs!",
+ "for_everyone": "%SENDERNAME% poked %TARGETNAME% right in the ribs!",
+ "sound_effect": "POKE"
+ },
+ {
+ "social_id": 7,
+ "button_name": "IGNORE",
+ "for_sender": "You stick your nose in the air and ignore %TARGETNAME%s childish behavior!",
+ "for_target": "%SENDERNAME% sticks their nose in the air ignoring your childish behavior!",
+ "for_everyone": "%SENDERNAME% is ignoring %TARGETNAME%'s childish behavior.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 8,
+ "button_name": "GROWL",
+ "for_sender": "In a deep growling voice, you attempt to frighten %TARGETNAME%!",
+ "for_target": "You are frightened by a deep growl! It's directed at you from %SENDERNAME%!",
+ "for_everyone": "A scary growl emanating from %SENDERNAME% is directed at %TARGETNAME%. You try to stay away.",
+ "sound_effect": "GRWL"
+ },
+ {
+ "social_id": 9,
+ "button_name": "POINT",
+ "for_sender": "You point jokingly at %TARGETNAME%!",
+ "for_target": "%SENDERNAME% points jokingly at you!",
+ "for_everyone": "%SENDERNAME% points jokingly at %TARGETNAME%!",
+ "sound_effect": "PNT"
+ },
+ {
+ "social_id": 10,
+ "button_name": "BURP",
+ "for_sender": "BuuuuuuuurrrrP!",
+ "for_target": "Buuurrrp! You can't believe %SENDERNAME% just did that towards you!",
+ "for_everyone": "BuuuurrrP! %SENDERNAME% just made a gross sound towards %TARGETNAME%!",
+ "sound_effect": "BURP"
+ },
+ {
+ "social_id": 16,
+ "button_name": "CRY",
+ "for_sender": "%TARGETNAME% has made you cry like a little baby!",
+ "for_target": "%SENDERNAME% is crying like a little baby because of you now!",
+ "for_everyone": "%TARGETNAME% has made %SENDERNAME% cry like a little baby! How sad.",
+ "sound_effect": "CRY"
+ },
+ {
+ "social_id": 19,
+ "button_name": "YELL",
+ "for_sender": "You start yelling angrily at %TARGETNAME%.",
+ "for_target": "%SENDERNAME% is yelling at you! You must have done something wrong.",
+ "for_everyone": "%SENDERNAME% is yelling at %TARGETNAME%!",
+ "sound_effect": "YELL"
+ },
+ {
+ "social_id": 20,
+ "button_name": "NUDGE",
+ "for_sender": "You nudge %TARGETNAME% carefully out of your way.",
+ "for_target": "%SENDERNAME% gives you a careful nudge out of the way.",
+ "for_everyone": "%TARGETNAME% was nudged out of %SENDERNAME%'s way.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 22,
+ "button_name": "YAWN",
+ "for_sender": "YYYYAAAAWWWWNNNNN... Boy %TARGETNAME% is boring...",
+ "for_target": "YYYAAAWWWNN... you are boring %SENDERNAME%!",
+ "for_everyone": "%SENDERNAME% just yawned at %TARGETNAME%.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 37,
+ "button_name": "TEASE",
+ "for_sender": "You laughingly tease %TARGETNAME% about their silly shoes.",
+ "for_target": "%SENDERNAME% laughingly teases you about your silly shoes.",
+ "for_everyone": "%SENDERNAME% is laughingly teasing %TARGETNAME% about their silly shoes. You don't see anything silly about them.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 39,
+ "button_name": "QUACK",
+ "for_sender": "You make weird animal noises at %TARGETNAME% trying to sound like a ferocious... duck.",
+ "for_target": "%SENDERNAME% makes weird animal noises at you. Was that a duck?",
+ "for_everyone": "%SENDERNAME% makes weird animal noises at %TARGETNAME%. Was that a duck?",
+ "sound_effect": null
+ },
+ {
+ "social_id": 41,
+ "button_name": "SNORE",
+ "for_sender": "ZZzzzzz.... %TARGETNAME% has bored you to the point of SNORING!! Wow.. now, that is boring.. ",
+ "for_target": "ZZzzzzz.... You have bored %SENDERNAME% to the point of SNORING!! Ooops! ",
+ "for_everyone": "ZZzzzzz.... %TARGETNAME% has bored %SENDERNAME% to the point of SNORING!! Wow.. now, that is boring.. ",
+ "sound_effect": "SNOR"
+ },
+ {
+ "social_id": 42,
+ "button_name": "SCREAM",
+ "for_sender": "AAAAAAAAAAAAAHHH!!!! You scream loudly at %TARGETNAME%.. . maybe overreacting?",
+ "for_target": "AAAAAAAAAAAAAHHH!!!! %SENDERNAME% screams loudly at you.. . overreacting a bit!?",
+ "for_everyone": "AAAAAAAAAAAAAHHH!!!! %SENDERNAME% screams loudly at %TARGETNAME%.. . overreacting a bit?",
+ "sound_effect": "SCRM"
+ },
+ {
+ "social_id": 43,
+ "button_name": "HIDE",
+ "for_sender": "You quickly hide in the shadows, hoping %TARGETNAME% does not see you. . .",
+ "for_target": "%SENDERNAME% quickly hides in the shadows, hoping you do not see them. . .",
+ "for_everyone": "%SENDERNAME% quickly hides in the shadows, hoping %TARGETNAME% does not see them. . .",
+ "sound_effect": null
+ },
+ {
+ "social_id": 44,
+ "button_name": "TRIP",
+ "for_sender": "Poor %TARGETNAME% tripped over your giant hobbitty feet!!",
+ "for_target": "You tripped over %SENDERNAME%'s giant hobbitty feet!! Poor you!",
+ "for_everyone": "Poor %TARGETNAME% tripped over %SENDERNAME%'s giant hobbitty feet!!",
+ "sound_effect": null
+ },
+ {
+ "social_id": 49,
+ "button_name": "ROAR",
+ "for_sender": "From the bottom of your being you release the loudest roar possible!. . Only. . on its way out, your voice squeaks a little, and that takes away from the intimidation. . . ",
+ "for_target": "From the bottom of %SENDERNAME%'s being they release the loudest roar possible towards you!. . Only. . on its way out, their voice squeaks a little, and that takes away from the intimidation. . . ",
+ "for_everyone": "From the bottom of %SENDERNAME%'s being they release the loudest roar possible towards %TARGETNAME%!. . Only. . on its way out, their voice squeaks a little, and that takes away from the intimidation. . . ",
+ "sound_effect": "ROAR"
+ },
+ {
+ "social_id": 50,
+ "button_name": "BOO",
+ "for_sender": "BOOOOO! You frighten %TARGETNAME% really bad! They did not see that coming!",
+ "for_target": "BOOOOOOOO! %SENDERNAME% frightens you really bad! You did not see that coming!",
+ "for_everyone": "BOOOOO! %SENDERNAME% frightens %TARGETNAME% really bad! They did not see that coming!",
+ "sound_effect": "BOO"
+ }
+ ]
+ },
+ {
+ "type": "HORSE",
+ "socials": [
+ {
+ "social_id": 26,
+ "button_name": "WINK",
+ "for_sender": "Your horse winks at %TARGETNAME%.",
+ "for_target": "%SENDERNAME%'s horse winks at you!",
+ "for_everyone": "%SENDERNAME%'s horse winks at %TARGETNAME%.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 27,
+ "button_name": "NEIGH",
+ "for_sender": "Your horse neighs loudly at %TARGETNAME%.",
+ "for_target": "%SENDERNAME%'s horse neighs loudly at you.",
+ "for_everyone": "%SENDERNAME%'s horse neighs loudly at %TARGETNAME%.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 29,
+ "button_name": "WHINNY",
+ "for_sender": "Your horse whinnies softly and happily towards %TARGETNAME%.",
+ "for_target": "%SENDERNAME%'s horse whinnies softly and happily towards you.",
+ "for_everyone": "%SENDERNAME%'s horse whinnies softly and happily towards %TARGETNAME%.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 30,
+ "button_name": "SNORT",
+ "for_sender": "Your horse rudely snorts towards %TARGETNAME%!",
+ "for_target": "%SENDERNAME%'s horse rudely snorts towards you!",
+ "for_everyone": "%SENDERNAME%'s horse rudely snorts towards %TARGETNAME%!",
+ "sound_effect": null
+ },
+ {
+ "social_id": 31,
+ "button_name": "BUCK",
+ "for_sender": "Your horse bucks you lightly. Must have been excited to see %TARGETNAME%.",
+ "for_target": "%SENDERNAME%'s horse bucks lightly. Must have been excited to see you.",
+ "for_everyone": "%SENDERNAME%'s horse bucks lightly. Must have been excited to see %TARGETNAME%.",
+ "sound_effect": null
+ }
+ ]
+ },
+ {
+ "type": "GROUP",
+ "socials": [
+ {
+ "social_id": 32,
+ "button_name": "HUG",
+ "for_sender": "You initiated a group hug!! It has risen the spirits of everyone involved!",
+ "for_target": "%SENDERNAME% initiated a group hug!! It has risen the spirits of everyone involved!",
+ "for_everyone": "%SENDERNAME% initiated a group hug!! It has risen the spirits of everyone involved!",
+ "sound_effect": null
+ },
+ {
+ "social_id": 33,
+ "button_name": "DOG PILE",
+ "for_sender": "You yell DOGPILE! Suddenly everyone here has leapt on top of you, and you find yourself smothered at the bottom.",
+ "for_target": "%SENDERNAME% yells DOGPILE! Suddenly everyone here including you has leapt on top of %SENDERNAME%, smothering them at the bottom.",
+ "for_everyone": "%SENDERNAME% yells DOGPILE! Suddenly everyone here including you has leapt on top of %SENDERNAME%, smothering them at the bottom.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 34,
+ "button_name": "DANCE",
+ "for_sender": "You call everyone together for a ballet! Everyone here joins in.. You are the moon, another is the princess, and you're not sure what the others are supposed to be. . . ",
+ "for_target": "%SENDERNAME% calls everyone together for a ballet! Everyone here joins in.. %SENDERNAME% is the moon, another is the princess, and you're not sure what the others are supposed to be. . . ",
+ "for_everyone": "%SENDERNAME% calls everyone together for a ballet! Everyone here joins in.. %SENDERNAME% is the moon, another is the princess, and you're not sure what the others are supposed to be. . . ",
+ "sound_effect": null
+ },
+ {
+ "social_id": 35,
+ "button_name": "HUDDLE",
+ "for_sender": "You call everyone for a huddle. You discuss your secret plans here.",
+ "for_target": null,
+ "for_everyone": "%SENDERNAME% has called a huddle. You all discuss your secret plans here.",
+ "sound_effect": null
+ },
+ {
+ "social_id": 36,
+ "button_name": "HOWL",
+ "for_sender": "You howl at the moon loudly. Soon everyone here has joined in. The noise is intensely terrifying!",
+ "for_target": "%SENDERNAME% howls at the moon loudly. Soon you and everyone else here has joined in. The noise is intensely terrifying!",
+ "for_everyone": "%SENDERNAME% howls at the moon loudly. Soon you and everyone else here has joined in. The noise is intensely terrifying!",
+ "sound_effect": "HOWL"
+ }
+ ]
+ }
+ ],
"arena":[
{"arena_id":1,"arena_type":"JUMPING","entry_cost":1000,"race_every":60,"slots":6,"timeout":2},
{"arena_id":2,"arena_type":"RACING","entry_cost":1000,"race_every":60,"slots":6,"timeout":2},
diff --git a/Horse Isle Server/HorseIsleServer/Game/Chat/SocialType.cs b/Horse Isle Server/HorseIsleServer/Game/Chat/SocialType.cs
new file mode 100644
index 0000000..6e21d95
--- /dev/null
+++ b/Horse Isle Server/HorseIsleServer/Game/Chat/SocialType.cs
@@ -0,0 +1,64 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using System.Threading.Tasks;
+
+namespace HISP.Game.Chat
+{
+ public class SocialType
+ {
+ public SocialType(string type)
+ {
+ Socials = new List();
+ Type = type;
+ SocialTypes.Add(this);
+ }
+ public static List SocialTypes = new List();
+ public string Type;
+ public List Socials;
+ public class Social
+ {
+ public SocialType BaseSocialType;
+
+ public int Id;
+ public string ButtonName;
+ public string ForSender;
+ public string ForTarget;
+ public string ForEveryone;
+ public string SoundEffect;
+ }
+
+ public static Social GetSocial(int socialId)
+ {
+ foreach (SocialType sType in SocialTypes)
+ foreach (Social social in sType.Socials)
+ if (social.Id == socialId)
+ return social;
+ throw new KeyNotFoundException("Social " + socialId.ToString() + " not found!");
+ }
+ public static SocialType GetSocialType(string type)
+ {
+ foreach (SocialType stype in SocialTypes)
+ if (stype.Type == type)
+ return stype;
+ throw new KeyNotFoundException("SocialType " + type + " NOT FOUND!");
+ }
+ public static void AddNewSocial(string type, Social social)
+ {
+ foreach(SocialType stype in SocialTypes)
+ {
+ if(stype.Type == type)
+ {
+ social.BaseSocialType = stype;
+ stype.Socials.Add(social);
+ return;
+ }
+ }
+ SocialType sType = new SocialType(type);
+ social.BaseSocialType = sType;
+ sType.Socials.Add(social);
+ return;
+ }
+ }
+}
diff --git a/Horse Isle Server/HorseIsleServer/Game/Messages.cs b/Horse Isle Server/HorseIsleServer/Game/Messages.cs
index 0eacffc..52a0344 100755
--- a/Horse Isle Server/HorseIsleServer/Game/Messages.cs
+++ b/Horse Isle Server/HorseIsleServer/Game/Messages.cs
@@ -13,6 +13,11 @@ namespace HISP.Game
// Mod isle
public static string ModIsleMessage;
+ // Socials
+ public static string SocialButton;
+ public static string SocialMessageFormat;
+ public static string SocialTypeFormat;
+
// Trading
public static string TradeWithPlayerFormat;
@@ -85,7 +90,6 @@ namespace HISP.Game
// Player Interaction
public static string PlayerHereMenuFormat;
- public static string PlayerHereMulitpleMenuFormat;
public static string PlayerHereProfileButton;
public static string PlayerHereSocialButton;
@@ -577,6 +581,8 @@ namespace HISP.Game
public static string ViewBaiscStats;
public static string ViewAdvancedStats;
public static string HorseBuckedYou;
+ public static string HorseLlamaBuckedYou;
+ public static string HorseCamelBuckedYou;
public static string HorseRidingMessageFormat;
public static string HorseNameYoursFormat;
@@ -905,6 +911,7 @@ namespace HISP.Game
public static string BackToMapHorse;
public static string LongFullLine;
public static string MetaTerminator;
+ public static string R1;
// Pawneer
public static string PawneerUntackedHorsesICanBuy;
@@ -985,7 +992,23 @@ namespace HISP.Game
// Click
public static string NothingInterestingHere;
+ // Socials
+ public static string FormatSocialButton(int socialId, string buttonName)
+ {
+ string id = "" + Convert.ToChar(0x21 + socialId);
+ return SocialButton.Replace("%ID%", id).Replace("%SOCIALNAME%", buttonName);
+ }
+ public static string FormatSocialMessage(string socialMsg, string targetName, string senderName)
+ {
+ return SocialMessageFormat.Replace("%SOCIALMSG%", socialMsg.Replace("%TARGETNAME%", targetName).Replace("%SENDERNAME%", senderName));
+ }
+ public static string FormatSocialMenuType(string type)
+ {
+ return SocialTypeFormat.Replace("%TYPE%", Converters.CapitalizeFirstLetter(type.ToLower()));
+ }
+
// Trading
+
public static string FormatTradeYouReceived(int money)
{
return TradeYouReceivedMoneyMessageFormat.Replace("%MONEY%", money.ToString("N0", CultureInfo.InvariantCulture));
diff --git a/Horse Isle Server/HorseIsleServer/Game/Meta.cs b/Horse Isle Server/HorseIsleServer/Game/Meta.cs
index 6473218..ca1f888 100755
--- a/Horse Isle Server/HorseIsleServer/Game/Meta.cs
+++ b/Horse Isle Server/HorseIsleServer/Game/Meta.cs
@@ -8,6 +8,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using System.Drawing;
+using HISP.Game.Chat;
namespace HISP.Game
{
@@ -62,7 +63,14 @@ namespace HISP.Game
}
if(count >= 2)
- playersHere += Messages.PlayerHereMulitpleMenuFormat;
+ {
+ SocialType stype = SocialType.GetSocialType("GROUP");
+ foreach(SocialType.Social social in stype.Socials)
+ {
+ playersHere += Messages.FormatSocialButton(social.Id, social.ButtonName);
+ }
+ playersHere += Messages.R1;
+ }
if (count <= 0)
return "";
@@ -141,7 +149,7 @@ namespace HISP.Game
message += Messages.ThingsIAmSelling;
foreach (InventoryItem item in itemList)
{
- message += "^R1";
+ message += Messages.R1;
Item.ItemInformation itemInfo = Item.GetItemById(item.ItemId);
int count = item.ItemInstances.Count;
@@ -163,7 +171,7 @@ namespace HISP.Game
}
// Check whats avalilble to be sold
- message += "^R1" + Messages.ThingsYouSellMe;
+ message += Messages.R1 + Messages.ThingsYouSellMe;
InventoryItem[] shopperItemList = shopperInventory.GetItemList();
foreach (InventoryItem shopperitem in shopperItemList)
@@ -179,14 +187,14 @@ namespace HISP.Game
string countStr = count.ToString();
- message += "^R1";
+ message += Messages.R1;
message += Messages.FormatShopEntry(itemInfo.IconId, countStr, itemInfo.Name, shop.CalculateSellCost(itemInfo));
message += Messages.FormatSellButton(shopperitem.ItemInstances[0].RandomId);
message += Messages.FormatSellAllButton(itemInfo.Id);
message += Messages.FormatItemInformationButton(shopperitem.ItemInstances[0].RandomId);
}
- message += "^R1" + Messages.ExitThisPlace;
+ message += Messages.R1 + Messages.ExitThisPlace;
return message;
}
@@ -363,7 +371,7 @@ namespace HISP.Game
{
message += Messages.NpcNoChatpoints;
}
- message += "^R1";
+ message += Messages.R1;
}
return message;
}
@@ -445,6 +453,28 @@ namespace HISP.Game
return message;
}
+ public static string BuildSocialMenu(bool onHorse)
+ {
+ string message = "";
+ foreach(SocialType sType in SocialType.SocialTypes)
+ {
+ if (sType.Type == "GROUP")
+ continue;
+ if (sType.Type == "HORSE")
+ if (!onHorse)
+ continue;
+
+ message += Messages.FormatSocialMenuType(sType.Type);
+ foreach(SocialType.Social social in sType.Socials)
+ {
+ message += Messages.FormatSocialButton(social.Id, social.ButtonName);
+ }
+ message += Messages.R1;
+ }
+ message += Messages.BackToMap;
+ message += Messages.MetaTerminator;
+ return message;
+ }
public static string BuildTradeAddItem(int totalItems)
{
@@ -1957,7 +1987,7 @@ namespace HISP.Game
message += Messages.FormatItemThrowButton(randomId);
message += Messages.FormatItemInformationButton(randomId);
- message += "^R1";
+ message += Messages.R1;
}
message += Messages.BackToMap;
@@ -2101,7 +2131,7 @@ namespace HISP.Game
}
else
{
- message += "^R1";
+ message += Messages.R1;
}
}
diff --git a/Horse Isle Server/HorseIsleServer/Player/User.cs b/Horse Isle Server/HorseIsleServer/Player/User.cs
index b28a7ed..8cde317 100755
--- a/Horse Isle Server/HorseIsleServer/Player/User.cs
+++ b/Horse Isle Server/HorseIsleServer/Player/User.cs
@@ -96,6 +96,7 @@ namespace HISP.Player
public Highscore Highscores;
public Riddler LastRiddle;
public Award Awards;
+ public User SocializingWith;
public int CapturingHorseId;
public DateTime LoginTime;
public string LastSeenWeather;
diff --git a/Horse Isle Server/HorseIsleServer/Program.cs b/Horse Isle Server/HorseIsleServer/Program.cs
index fcd0828..505f4f7 100755
--- a/Horse Isle Server/HorseIsleServer/Program.cs
+++ b/Horse Isle Server/HorseIsleServer/Program.cs
@@ -6,7 +6,6 @@ using HISP.Game.SwfModules;
using HISP.Security;
using HISP.Server;
using HISP.Game.Services;
-
namespace HISP
{
public class Program
diff --git a/Horse Isle Server/HorseIsleServer/Server/Database.cs b/Horse Isle Server/HorseIsleServer/Server/Database.cs
index 540fc18..2cad5e8 100755
--- a/Horse Isle Server/HorseIsleServer/Server/Database.cs
+++ b/Horse Isle Server/HorseIsleServer/Server/Database.cs
@@ -1154,7 +1154,7 @@ namespace HISP.Server
{
db.Open();
MySqlCommand sqlCommand = db.CreateCommand();
- sqlCommand.CommandText = "INSERT INTO RiddlesComplete VALUES(@riddleId, @playerId, \"YES\")";
+ sqlCommand.CommandText = "INSERT INTO RiddlesComplete VALUES(@playerId, @riddleId, \"YES\")";
sqlCommand.Parameters.AddWithValue("@riddleId", riddleId);
sqlCommand.Parameters.AddWithValue("@playerId", playerId);
sqlCommand.Prepare();
diff --git a/Horse Isle Server/HorseIsleServer/Server/GameClient.cs b/Horse Isle Server/HorseIsleServer/Server/GameClient.cs
index 9acc126..a9f19af 100755
--- a/Horse Isle Server/HorseIsleServer/Server/GameClient.cs
+++ b/Horse Isle Server/HorseIsleServer/Server/GameClient.cs
@@ -408,6 +408,9 @@ namespace HISP.Server
case PacketBuilder.PACKET_PLAYER_INTERACTION:
GameServer.OnPlayerInteration(this, Packet);
break;
+ case PacketBuilder.PACKET_SOCIALS:
+ GameServer.OnSocialPacket(this, Packet);
+ break;
default:
Logger.ErrorPrint("Unimplemented Packet: " + BitConverter.ToString(Packet).Replace('-', ' '));
break;
diff --git a/Horse Isle Server/HorseIsleServer/Server/GameDataJson.cs b/Horse Isle Server/HorseIsleServer/Server/GameDataJson.cs
index 4b7c3ba..2405bd7 100755
--- a/Horse Isle Server/HorseIsleServer/Server/GameDataJson.cs
+++ b/Horse Isle Server/HorseIsleServer/Server/GameDataJson.cs
@@ -793,6 +793,28 @@ namespace HISP.Server
Logger.DebugPrint("Registered Leaser: " + leaser.LeaseId.ToString() + " For a " + leaser.HorseName);
}
+ // Register Socials
+ int totalSocials = gameData.social_types.Count;
+ for (int i = 0; i < totalSocials; i++)
+ {
+ string socialType = gameData.social_types[i].type;
+ int totalSocialsOfType = gameData.social_types[i].socials.Count;
+ for (int ii = 0; ii < totalSocialsOfType; ii++)
+ {
+ SocialType.Social social = new SocialType.Social();
+
+ social.Id = gameData.social_types[i].socials[ii].social_id;
+ social.ButtonName = gameData.social_types[i].socials[ii].button_name;
+ social.ForSender = gameData.social_types[i].socials[ii].for_sender;
+ social.ForTarget = gameData.social_types[i].socials[ii].for_target;
+ social.ForEveryone = gameData.social_types[i].socials[ii].for_everyone;
+ social.SoundEffect = gameData.social_types[i].socials[ii].sound_effect;
+
+ SocialType.AddNewSocial(socialType, social);
+ Logger.DebugPrint("Registered Social: " + social.ButtonName);
+ }
+ }
+
HorseInfo.HorseNames = gameData.horses.names.ToObject();
Item.Present = gameData.item.special.present;
@@ -825,6 +847,11 @@ namespace HISP.Server
Map.ModIsleX = gameData.messages.commands.mod_isle.x;
Map.ModIsleY = gameData.messages.commands.mod_isle.y;
+ // Socials
+ Messages.SocialButton = gameData.messages.meta.player_interaction.socials.socials_button;
+ Messages.SocialMessageFormat = gameData.messages.meta.player_interaction.socials.socials_message;
+ Messages.SocialTypeFormat = gameData.messages.meta.player_interaction.socials.socials_menu_type;
+
// Trade
Messages.TradeWithPlayerFormat = gameData.messages.meta.player_interaction.trade.trading_with;
@@ -898,7 +925,6 @@ namespace HISP.Server
// Player Interation
Messages.PlayerHereMenuFormat = gameData.messages.meta.player_interaction.menu;
- Messages.PlayerHereMulitpleMenuFormat = gameData.messages.meta.player_interaction.multiple_players_menu;
Messages.PlayerHereProfileButton = gameData.messages.meta.player_interaction.profiile_button;
Messages.PlayerHereSocialButton = gameData.messages.meta.player_interaction.social_button;
@@ -1382,6 +1408,8 @@ namespace HISP.Server
Messages.ViewBaiscStats = gameData.messages.meta.horse.view_basic_stats;
Messages.ViewAdvancedStats = gameData.messages.meta.horse.view_advanced_stats;
Messages.HorseBuckedYou = gameData.messages.meta.horse.horse_bucked;
+ Messages.HorseLlamaBuckedYou = gameData.messages.meta.horse.llama_bucked;
+ Messages.HorseCamelBuckedYou = gameData.messages.meta.horse.camel_bucked;
Messages.HorseRidingMessageFormat = gameData.messages.meta.horse.riding_message;
Messages.HorseNameYoursFormat = gameData.messages.meta.horse.horse_inventory.your_horse_format;
@@ -1663,8 +1691,11 @@ namespace HISP.Server
Messages.NoPitchforkMeta = gameData.messages.meta.hay_pile.no_pitchfork;
Messages.HasPitchforkMeta = gameData.messages.meta.hay_pile.pitchfork;
-
+ Messages.R1 = gameData.messages.meta.r1;
Messages.PasswordEntry = gameData.messages.meta.password_input;
+
+ // Venus Fly Trap
+
Messages.VenusFlyTrapFormat = gameData.messages.meta.venus_flytrap_format;
// Shortcut
diff --git a/Horse Isle Server/HorseIsleServer/Server/GameServer.cs b/Horse Isle Server/HorseIsleServer/Server/GameServer.cs
index c088675..ec0884e 100755
--- a/Horse Isle Server/HorseIsleServer/Server/GameServer.cs
+++ b/Horse Isle Server/HorseIsleServer/Server/GameServer.cs
@@ -321,7 +321,8 @@ namespace HISP.Server
}
catch(FormatException)
{
- Logger.InfoPrint(sender.LoggedinUser.Username + " tried to trade with User ID NaN.");
+ Logger.ErrorPrint(sender.LoggedinUser.Username + " tried to trade with User ID NaN.");
+ break;
}
if(IsUserOnline(playerId))
{
@@ -354,6 +355,105 @@ namespace HISP.Server
}
return;
}
+ public static void OnSocialPacket(GameClient sender, byte[] packet)
+ {
+ if (!sender.LoggedIn)
+ {
+ Logger.ErrorPrint(sender.RemoteIp + " Tried to be socialable, but has no account and therefor no friends.");
+ return;
+ }
+ byte method = packet[1];
+
+ switch (method)
+ {
+ case PacketBuilder.SOCIALS_MENU:
+ string packetStr = Encoding.UTF8.GetString(packet);
+ string playerIdStr = packetStr.Substring(2, packetStr.Length - 4);
+ int playerId = -1;
+ try
+ {
+ playerId = int.Parse(playerIdStr);
+ }
+ catch (FormatException)
+ {
+ Logger.ErrorPrint(sender.LoggedinUser.Username + " tried to socialize with User ID NaN.");
+ break;
+ }
+
+ if(IsUserOnline(playerId))
+ {
+ sender.LoggedinUser.SocializingWith = GetUserById(playerId);
+ sender.LoggedinUser.MetaPriority = true;
+ byte[] metaPacket = PacketBuilder.CreateMetaPacket(Meta.BuildSocialMenu(sender.LoggedinUser.CurrentlyRidingHorse != null));
+ sender.SendPacket(metaPacket);
+ }
+ else
+ {
+ Logger.ErrorPrint(sender.LoggedinUser.Username + " tried to socialize with User #"+playerId.ToString()+" but there not online.");
+ }
+ break;
+ case PacketBuilder.SOCIALS_USE:
+ int socialId = Convert.ToInt32(packet[2] - (byte)0x21);
+ SocialType.Social social = SocialType.GetSocial(socialId);
+
+ foreach(User user in GetUsersAt(sender.LoggedinUser.X, sender.LoggedinUser.Y, true, true))
+ {
+ if (social.BaseSocialType.Type != "GROUP")
+ if (user.Id == sender.LoggedinUser.SocializingWith.Id)
+ continue;
+
+ if (user.Id == sender.LoggedinUser.Id)
+ continue;
+
+ if (user.MuteAll || user.MuteSocials)
+ continue;
+
+ byte[] msgEveryone = PacketBuilder.CreateChat(Messages.FormatSocialMessage(social.ForEveryone, sender.LoggedinUser.SocializingWith.Username, sender.LoggedinUser.Username), PacketBuilder.CHAT_BOTTOM_RIGHT);
+ user.LoggedinClient.SendPacket(msgEveryone);
+ }
+ if(social.ForTarget != null)
+ {
+ if(sender.LoggedinUser.SocializingWith != null)
+ {
+ if (social.BaseSocialType.Type != "GROUP")
+ {
+ if (!sender.LoggedinUser.SocializingWith.MuteAll || !sender.LoggedinUser.SocializingWith.MuteSocials)
+ {
+ byte[] msgTarget = PacketBuilder.CreateChat(Messages.FormatSocialMessage(social.ForTarget, sender.LoggedinUser.SocializingWith.Username, sender.LoggedinUser.Username), PacketBuilder.CHAT_BOTTOM_RIGHT);
+ sender.LoggedinUser.SocializingWith.LoggedinClient.SendPacket(msgTarget);
+ }
+ }
+ }
+ }
+ if(social.ForSender != null)
+ {
+ if (sender.LoggedinUser.SocializingWith != null)
+ {
+ byte[] msgSender = PacketBuilder.CreateChat(Messages.FormatSocialMessage(social.ForSender, sender.LoggedinUser.SocializingWith.Username, sender.LoggedinUser.Username), PacketBuilder.CHAT_BOTTOM_RIGHT);
+ sender.SendPacket(msgSender);
+
+ }
+ }
+
+ foreach(User user in GetUsersAt(sender.LoggedinUser.X, sender.LoggedinUser.Y, true, true))
+ {
+ if (social.SoundEffect != null)
+ {
+ if (user.MuteAll || user.MuteSocials)
+ continue;
+
+ byte[] soundEffect = PacketBuilder.CreatePlaysoundPacket(social.SoundEffect);
+ user.LoggedinClient.SendPacket(soundEffect);
+ }
+ }
+
+ break;
+ default:
+ Logger.ErrorPrint(sender.LoggedinUser.Username + " unknown social: " + method.ToString("X") + " packet dump: " + BitConverter.ToString(packet).Replace("-", " "));
+ break;
+ }
+
+ }
public static void OnBirdMapRequested(GameClient sender, byte[] packet)
{
if (!sender.LoggedIn)
@@ -3960,9 +4060,16 @@ namespace HISP.Server
if(GameServer.RandomNumberGenerator.Next(0, 100) >= 97 || sender.LoggedinUser.Username.ToLower() == "dream")
{
loggedInUser.CurrentlyRidingHorse.BasicStats.Experience++;
+ byte[] horseBuckedMessage;
+ if(loggedInUser.CurrentlyRidingHorse.Breed.Type == "llama")
+ horseBuckedMessage = PacketBuilder.CreateChat(Messages.HorseLlamaBuckedYou, PacketBuilder.CHAT_BOTTOM_RIGHT);
+ else if (loggedInUser.CurrentlyRidingHorse.Breed.Type == "camel")
+ horseBuckedMessage = PacketBuilder.CreateChat(Messages.HorseCamelBuckedYou, PacketBuilder.CHAT_BOTTOM_RIGHT);
+ else
+ horseBuckedMessage = PacketBuilder.CreateChat(Messages.HorseBuckedYou, PacketBuilder.CHAT_BOTTOM_RIGHT);
+
sender.LoggedinUser.CurrentlyRidingHorse = null;
sender.LoggedinUser.Facing %= 5;
- byte[] horseBuckedMessage = PacketBuilder.CreateChat(Messages.HorseBuckedYou, PacketBuilder.CHAT_BOTTOM_RIGHT);
sender.SendPacket(horseBuckedMessage);
}
}
diff --git a/Horse Isle Server/HorseIsleServer/Server/PacketBuilder.cs b/Horse Isle Server/HorseIsleServer/Server/PacketBuilder.cs
index 577eb6f..05f222e 100755
--- a/Horse Isle Server/HorseIsleServer/Server/PacketBuilder.cs
+++ b/Horse Isle Server/HorseIsleServer/Server/PacketBuilder.cs
@@ -51,6 +51,10 @@ namespace HISP.Server
public const byte PACKET_SWFMODULE = 0x50;
public const byte PACKET_AUCTION = 0x24;
public const byte PACKET_PLAYER_INTERACTION = 0x2A;
+ public const byte PACKET_SOCIALS = 0x5A;
+
+ public const byte SOCIALS_MENU = 0x14;
+ public const byte SOCIALS_USE = 0x15;
public const byte PLAYER_INTERACTION_TRADE = 0x28;
public const byte PLAYER_INTERACTION_ADD_ITEM = 0x29;