Unofficial Stranded II Mod by Raptor bullier

### Jurasik Island - 28.03.2015

	I've implemented a few changes keeping in mind the Random Island in Hard Mode. Hope you enjoy it!

	GAME (GLOBAL)
	Diving time upgraded to 30 seconds, as well the Air Potion. Now Air, Healing and Inmunity boost for half minute, and
Haste and RGB Eyes for a minute.

	ITEMS
	Gold bag weight downgraded to 2, since i have in mind to use it as exchange good with the Random Character. Now this
item represent a single Coin.
	Added new messages for Wilson, available when our skills improves. We can say that our relationship with Wilson gets
deeper as better gets our levels.
	Tooth and Claws are no more Arballist ammunition; now can be shoot only with the Slingshot.
	Pearl is now a Slingshot ammunition, with 5 points of damage.
	All the Fungus and the Bloodleaf give Red Eyes for one minute (skycolor script, quite usefull as night vision). The
Bloodleaf is edible now, but gives you a little damage.
	Slimme has Green Eyes as a side effect (for me, the best as night vision).
	Seaweed is the same with Blue Eyes (this one only looks nice under the water, the floor outside the water have almost
not blue component, as well as most of the creatures, so mostly you see only the sky).
	All these items (Pearl, Fungus, Slimme, Seaweed and Bloodleaf) were quite unusefull on the original game, this is
because i wanted to bring them a new utility. All this edible stuff got an eating time alike the potions, so they can be ate
in a combat situation without freeze too much the player.

	RGB EYES AND SAVE/LOAD GAME
	Be awared that if you save your game with RGB Eyes, your eyes are back to normal when you load it.
	Worst situation that can happens with the RGB Eyes is that for some reason your eyes doesn't return to normal after
one minute due to sleep, save load game, use of potions, events of the game, etc. In such situation is possible to fix it
eating another item with RGB Eyes as side effect, so you get for sure the skycolor 0 script after 60 seconds, returning your
vision to the normal state.

	COMBINATIONS
	Added the potion Poison (Bitterroot + Fungus + Water + Stone), was MIA in the original game.
	Now is possible to get 10 Coins from the Goldnugget with the Hammer.
	Added the Air Potion (3xSeaweed + Water + Stone).
	Added Water to the Speed Potion (i think was missed as well in the original). Now is (Cacaofruit + Coffee Fruits +
Water + Stone).

	WEAPONS
	The following weapons are no more allowed to shoot under the water: Slingshot, Bow, LongBow, GoldBow and Starfish.
The only ranged weapons allowed under the water are now the Arbelist and the Spears. I hope this doesn't need further
explanation.
	No more Arrows, Pebblets or Spears lying around on the ground, the hunt system has been rebuild at all. Now a bullet
shooted is a bullet lost. See down for further information.

	HUNTING
	Changed the hunt ability with a revolution in the damage system of the game that affects to almost every single
ranged weapon and ammunition in the game, except the rocket launcher and the explosive bait. From hand to hand weapons the
Machete, the Sword, the BroadSword and the CrystalSword are affected. The rest are considered only tools unable to aim. The
same goes for the damage that the player inflicts without weapons since is the primary way to interact with the enviroment.
	Now every time you hit a target with flesh, you get a chance to make extra damage and a chance to make a critical.
The critical can be bleeding, bone break or instant dead (always random, so 33% chances of everyone of them). The chance of
extra damage and critical is based on the hunt ability, and the extra damage is based on the hunt ability and the damage of
the weapon/ammunition. To make the long short:

	hunt	% extra	% damage	% critical
	25	5	up to 25 	2,5
	50	10	up to 50	5
	100	20	up to 100	10
	200	40	up to 200	20
	500	100	up to 500	50
	1000	100	up to 1000	100

	As we can see we reach the automatic extra damage at hunting 500 and the automatic critical at hunting 1000. The
script is implemented in every single weapon and ammunition, so is no needed to get a new level in hunt to apply it. Every
single prey that we get is gonna be upgrading the chances and the total possible damage that is calculated in every single
impact. This means that the ability can be masterized over and over, even if we get always extra damage and critical, the
ability can still be upgraded just only to improve the damage. The hunt ability now knows no bounds.
	Since is working only in living creatures and only with aiming natured weapons, represents now our ability to aim to
sensible spots of the body such eyes, brain, lungs or the heart. But let me remark that the extra damage we get is up to,
that actually means that usually you are gonna get a good bonus, but you never get guarantee at all. In other words, with
this system is possible kill a Raptor with only hunt ability 10 from a lucky impact (you have a 2% of extra damage and a 1%
chance of critical, with 33% of be instant dead, highly unlikely...), as well is possible to get a cheap impact even if you
have hunt ability 1000 (worst impact you can get is 10% extra damage and bleeding or bone break, again unlikely). This makes
that you can never rely only on your aiming accuracy. I think is working pretty good, but i'm gonna let the final rate to the
users community.

	ISSUE WITH THE FIREARM AND THE CORPSE
	After a little testing have come to my attention that when you hit a dead animal (corpse) with a firegun (Pistol or
Shotgun), you are still getting the extra damage message as well the critical message. In the begining i tried to fix it
with the lives script, but happens that then you miss all the messages for the Shotgun, since its basis damage is 110 that is
the same that the health of the raptor, and any other creature have even less life. As a former RPG player i like to get too
much messages in the screen rather than too few, so after carefully reflexion i decided to let it like this. This happens
because the script is located in the weapon instead of the bullet, quite to the reverse than the Bow or the Arballist.
	I find myself quite funny shoot the dead bodies and make it bleed again. And don't worry, the hunting account is not
gonna be altered, since, for the game itself the kill event only happens one time, quite to the reverse that what you see on
the screen. Consider that even if the Shotgun is a deadly weapon for the start, is still funny to get messages of hundreds of
extra damage and criticals as well. So, just let you know that i have adviced it, that only happens with firearms, and that i
don't consider a bug myself. Fell free to include the lives script in the code before release the message if you like it.

	WOODCUTTING
	Removed the old damage system and included a new one alike to the hunting one, except for the criticals, off course.
Not to mention this applies only when hitting a wood object with the Axe and the damage done is based on the woodcutting
skill, as well the chance of extra damage.

	FARMING
	Now the Scythe becomes an incredible harvesting tool, since includes the same damage system that affects the Grain,
the Hemp and the Leaf. Off course, the skill involved is farming this time.
	When you reach the 400 level, in the original game your planting time for the Grain changes from 2 seconds to half
second. Now this is gonna happen in a progressive way determinated by your farming skill as usually, making that takes 2
seconds when you have farming 0 and takes half second when you get farming 800. The same goes for the Hemp (the same time),
and with the Branch (tree), that improves from 6 seconds with 200 level to 1,5 seconds with level 800. Also the Leaf seeding
time changes from 3 seconds (lvl 200) to 0,75 seconds (lvl 800). These 4 plants are seeded with the idea of harvest the
complet plant later on, not only harvest the fruits, so i think is important to boost a little bit up the seeding process.
	And, finally, the plague. To say the truth, the plague was the first reason because i sticked my noise in the code of
this game. For those that doesn't know it, the plague is a random event that happens to you when you meet the following
conditions; the number of Grain planted in all the island is more than 30, your planting skill is more than 40 and you go to
sleep (since the plague event is inside the sleep script). 1 out of 3 such days (33%), you get the plague event when you
awake up, that actually means that a random number of Grasshopper are generated whenever the Grain is planted. If you read
some eastern tactical books such as "The art of war", you learn that is smart to use the bad omens in your own benefit. And
this is exactly what i have in mind with the plague event. What about instead of remove it completely, make that the plague
can bring you instead of unconfortable Grasshoppers, beautifull (and usefull!) Butterflies. Nothing better that start a new
day with a weight capacity bonus early in the morning.

	RANDOM CHARACTER
	Whatever Random Character you get now, all of them they have the same menu. To make it short, you can sell everything
for money and buy everything for money, like in the Pirate menu. But cheap, dammed cheap.
	Please notice that you can BUY BUTTERFLIES, so consider invest on them when you don't know what to do with the money
you earn, since it expands your weight capacity, which is always welcome.

	MISCELLANEA
	And, off course, thanks to the creator of the game, PETER SCHAUSS. I consider i have improved it a little bit but i
don't forget the fact that the 99% of the game is working thanks to his code. Even the 1% i could code is thanks to his
scripts, and he let a door open with several files that can be easily edited with the wordpad.


### Added on 25.10.2016
	I've implemented plenty of new stuff in my own mod, keeping in mind my former idea of make more easy to survive on
the big hostile island in the hard mode. I must advice that now the game is highly unbalanced, since you can get almost
everything by yourself if you have access to wood and stone (that are pretty common everywhere around). The game now looks
like an action rpg game and i like it a lot, i hope is the same for you. I did plenty of changes and i ask you sorry in
advance if i miss to explain some. Also, the code is a little bit of mess, with old code mixed with the new one. But i tested
it myself enought to assure that is fully playable and working pretty good.

	ARBALIST
	Is my favourite weapon, so i make it only possible to fire bolts and fast as a goldbow, making it a deadly machine.
The damage of the bolts remain as usually.

	AXE
	Also my favourite as close range combat, but now as a multitask tool as well, since it is able to do extra damage in
combat, harvesting and woodcutting. Also i upgrade its base damage to 10.
	The matchet is now able to do extra damage harvesting and in combat as usually.

	HAMMER INSTEAD OF STONE
	All the potions and combinations that require stone can be done now with the hammer (no more carring a stone around).

	SPEAR AS A TOOL
	The spear have a new script when you eat it. Can search for wool in the ground and for iron under the water.

	TRAINING SYSTEM
	All the skills can be improved trought training wasting objects that you dont need. All is done in the menu using the
eat string. Is a little bit rought but is working. The items works like this:

	Hammer		Allows you to aim the items to be wasted in the training.
	Bow Arbelist	Train hunt.
	Axe		Train woodcutting.
	Pickaxe		Train digging.
	Scythe		Train farming.
	Fishing rod	Train fishing.
	Matchet		Train blacksmith.
	Torch		Train building.
	Net		Get butterflies.

	SPADE CAN FIND ALMOST EVERYTHING
	If you eat the spade a menu is displayed allowing you to select which kind of material are you looking for: Bait,
rocks (ground) and minerals (under water), seeds or fruits.

	TORCH
	Now can be done easy just with a hammer, wool and branch. Also, it is able to cook meat and fish everywhere.

	CLOTHES
	You can make them anytime with a couple of skins and vine or cord. They are able to heal your broken bones and
bleeding wounds. Also if you have them when you go to sleep you get no damage for sleep in the wild.  

	POTIONS CAN BE DONE JUST WITH GRAIN AND HEMPLEAF
	Health potion (3xgrain)
	Inmortal potion (3xhempleaf)
	Speed potion (grain+hempleaf)
	... all +water+hammer as usually.

	TWO NEW SKILLS ADDED
	Building allows you to build some buildings that you havent unlocked with the normal means (previous buildings or
skills that allows you to build the new ones).
	Blacksmith allows you to keep maintenance of scythe, matchet, axe, bows and arbelist. All these weapons are able to
do extra damage, but when they do so, they loose 1 point of state. So if your weapon is at 50% state, is able to do only half
of the extra damage. The criticals are not afected. To fix your weapons just combine them with the hammer. You can fix the
state until your blacksmith skill/10. If your skill is high enought you can even tune up them. If the state goes over 100, so
do the extra damage they do.

	ONE CRITICAL REMOVED
	Instant dead had no much sense, so now is only possible to get blessing and bone break (50% every one).

	SKILL BALANCE
	In order to keep you skills in some balance (and sense!!), every skill that is bigger than 1000 when you go to sleep,
gets the excess over 1000 halved the next morning. Me myself i get some skill (blacksmith) at 2500 at the end of the day,
just to see how is downgraded to 1750 the next morning...

	BARK
	The bark gives worms, slimme and insects when you search in it. The three can be used as bait and to get green eyes.

	RANDOM CHARACTER
	You can sell and buy everything from him (always one coin), except for love and courage...