Treasure Hunting



Reference Page:

PVEPLands Treasure Hunting Inspired by Ultima Online Treature Maps

Steps to Use:

1. Activate compass, right click map to view it. It tells you direction and distance.
2. Travel to treasure.
3. Once on location, activate shovel or pick, then right click map and Dig For Treasure.
4. Depending on the map quality, creatures will spawn (high ql stronger / more creatures), get ready to fight.


Key features:

-Find treasure maps by digging (includes flattening, leveling, and general digging (clay, moss, peat, et cetera), mining (tunneling only), fishing, and/or hunting creatures.
-Maps have 10 configurable tiers and is represented as treasure map QL.
-Strongly inspired by Ultima Online treasure maps.
-There might be startled creatures nearby
-Extensive configuration options
-Changed the way that bonus sleep powder is calculated to simply (QL / 10) * sleepPowderMultiplier, or 0 to only provide a base number of powders, to remove the overcomplexification.
-Added surface mining and tunneling for having a chance to find maps, with a separately configurable chance, because it's faster than cave wall mining.
-Fixed a bug where reward items were always picked from the highest tier.
-Added a new log message to clarify what reward item, from which reward group, has been picked for what tier.
-Added map drops to surface mining and tunneling, but with a separate chance, because it's much faster than regular mining.
-Fixed some spelling errors in the properties file.
-Ironed out a bit of internal code.
-Fixed an exploit.
-Added options to set a min and max distance from the player to the treasure of newly found maps.
-Added chance to find maps while surface mining and tunneling with a separately configurable chance.
-Configuration can be changed and reloaded without restarting the server (right-click, select Treasuremap > Reload config, watch event log for orange text).

Author Notes:

There is a configurable chance that you can find a treasure map by any of the means mentioned above. The QL and thus tier of the map depends on your relevant skills, and the quality and rarity of your tool (e.g. digging and the shovel, fishing and the fishing rod). For killed creatures, it depends on their weaponless fighting skill, because that is the skill almost all creatures have and use. The map QL and thus tier of the map will then be determined by a skill check against those values with a configurable difficulty (the end of the config file has some examples). The mod will try to find a random location on the map that is not submerged in water, and not in a very steep area (height difference in dirts configurable), and outside of a village or holy zone.

When you find a map, it will send a message to your event log. The config file allows to mark the messages orange to draw more attention to it, as well as having the "rare" swirl and drumroll.

You can then use a compass on the map, to get rough directions that work exactly like a priest's Locate Soul spell. Once you think you're standing on the right map tile, you can use your shovel or pickaxe (whether you're on a rock surface or not) to start digging for the treasure. You'll find out once the action finishes, and if there's no treasure, it's not on the right tile.

The config file allows the compass as well as the map to take damage when you read it, eventually destroying the map. This might jack up the challenge to find the map in as few reads as possible, and get the best reward.

GMs: The map coordinates are saved in Data1 (DataX, DataY) of the treasure map. GMs can also create treasure maps by right-clicking a map tile with their wand activated, and choosing to create one "Here", or at a random location. AuxData will determine the QL of the map (random QL if AuxData is 0). Right-clicking treasure maps, they will have an option to teleport to the location. With sufficient privileges, there will also be the option to reload the configuration file.

Once the treasure chest is dug up, it might be locked (configurable), and lockpicks as well as lock picking may be required. A bunch of creatures will spawn around the treasure chest, their names will be suffixed with the player who dug it up to discourage digging up chests and letting strong creatures roam free. The spawns are configurable and are based on a weight system.

Server admins: Finding treasure maps, digging up chests, guardian spawns, and the chest contents are logged in fair detail and should be traceable in the log file. Make sure to keep copies if you're concerned, I don't think the automatic log rotation works.

There might be rewards that can't be picked up (e.g. looms), those can be "unloaded" from the treasure chest, so you might want to bring a large cart or wagon. The rewards can be money, liquid source, metal lumps, sleep powders, HotA statues, and random picks from groups of items (e.g. lockpicks, magic chests, star gems, rare, supreme, and fantastic items, strange bones, sorcery items), all configurable. Once the treasure chest is completely emptied, it will disappear.