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To clarify Silent's post, we were considering replacing steeds with a completely different item.
The current plan is to do something that will have effects vs stats.
Eg: Recovery bracelet would have a status effect when equipped and would slowly increase health or some other stat over time.
@ Silent: Like some of the ideas although most will need to be tweaked in the long run. I was also thinking these will be a CHANCE of activation, if not they would get annoying just with their effects alone.
Thinking for elemental conditions do something similar but less annoying than poison (status effect with damage over time)
Tick count and severity of dots would be determined by relative BP as well as the item equipped. Activation rates would remain static across all similar qualitied DOT items.
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Took a crack at dealing with offscreen jumps tonight..
It's not exactly a fun thing to code

I keep getting bogged down in keeping track of what I'm doing to each character.... mostly cause it's 5 am I suppose...
I had a working test version but adding ton of other stuff made it kinda screwed up.
Idea is basically...
Jump onto screen:
-Check if starting location of character is offscreen of target character
-Find coords along the line from Client start coords and target coords which are closest to maximum viewing range for target
-Spawn character on those coords
-Add Client to target's list of locals
-Spawn target to client
-Add target to client's list of locals
-Send Jump packet to target from temp coords to final coords
Jumping Offscreen:
-Check if target coords are offscreen to target character
-Find furthest coords on target's screen along the line of client coord->jump coords
-Send Jump packet to target using furthest coords
-Despawn Target from client
-Remove target from client's local list
-Remove client from target's local list
-Despawn Client from target (Only after jump time has elapsed... so planning on using my fast character thread to run through a list of 'things to be despawned'. I already have one setup for mobs (removal after they die) and players (turning to ghost after they die)
It's sorta simple but really doesn't mesh well with my current map system and has lots of little timing issues as well as annoying math which I'm rather fail at.
Don't suppose anyone wants to enlighten me when it comes to finding the intersection point between a line and a square?
Random mockup image I did... I worked out some calculations that worked in theory but never fully applied them.
Basically I was doing something like..
XDif = endx - startX;
YDif = endy - starty;
limiter = greatest between the two (abs value, larger negative is still the limiting factor)
ratio = limiter / limit (max distance you can move in X/Y)
Xboost = xdiff / ratio
Yboost = ydiff / ratio
TryX = StartX + XBoost;
TryY = StartY + YBoost;
Something along those lines was what i was using... Seems to me though like there must be far more efficient ways of doing things (plus chances are I totally screwed up the temp calc when I re-wrote it here. It's just jotted down on a pad of paper lying around here + after 5 am)