public static Type[] Ringmail = new Type[]
{
typeof(RingmailGloves),
typeof(RingmailLegs),
typeof(RingmailArms),
typeof(RingmailChest)
};
public static Type[] Chainmail = new Type[]
{
typeof(ChainCoif),
typeof(ChainChest),
typeof(ChainLegs)
};
public static Type[] Platemail = new Type[]
{
typeof(PlateHelm),
typeof(PlateArms),
typeof(PlateGloves),
typeof(PlateChest),
typeof(PlateLegs),
typeof(PlateGorget),
typeof(FemalePlateChest)
};
}
{
//Level System
PlayerMobile pm = from as PlayerMobile;
Configured c = new Configured();
double ch = GetSuccessChance(pm, typeRes, craftSystem, false, ref allRequiredSkills);
double ex = GetExceptionalChance(craftSystem, ch, pm);
LevelCore.Craft(item, quality, ch, ex, pm, new Configured());
//End Level System
from.AddToBackpack(item);
}
else
{
from.AddToBackpack(item);
}
//Level System
PlayerMobile pm = from as PlayerMobile;
Configured c = new Configured();
double ch = GetSuccessChance(pm, typeRes, craftSystem, false, ref allRequiredSkills);
double ex = GetExceptionalChance(craftSystem, ch, pm);
LevelCore.Craft(item, quality, ch, ex, pm, new Configured());
//End Level System
Thanks. its working now. I misunderstood the instructions, or am reading it wrong.
Thank you very much.
One thing I would do, but I realize it may be a little bit complicated, is adding level into creatures. This way, the higher the level of the creature, the higher the exp I gain when I kill it.
For crafting, instead, I would add experience gain also when completing bulk orders, in order to make possibile for a player to gain experience only by crafting.
Another thing, useful for RP shards,, would be a command for the game masters for giving experience as a reward.
I believe may be useful also a command or a gate for raising/setting player levels.
- Added Equipment level examples, sword and armor.
- Updated configure.cs with Discount option, required distro edit
- Updated readme file with instructions for discount in BaseVendor.cs
- Created Level Vendors up to Level 250
- The user will need to go into each vendor file and modify the buy list to meet their shards needs. Sell list left incomplete on purpose.
- Updated Folder Tree in Zip File
- Added Easier Toggle to Turn off EXP for killing creatures. This would allow other...
This is turning into a very awesome leveling system thanks for shareing
Raise the level and use the stat points ...
Is there any way to reset the stat point later and raise it again?
Thank you for your answer.Looking to make this normal usable action for players or just want to be able to do it as a GM? As a GM you can [getatt for a player and edit their XML attachment directly and make changes.
Thank you for your answer.
How can a player buy a stat reset item in gold?
The stat point generated an initialization script.
But I'm not good at it, so I have an error.
I made it simple.
Buy this item at level 100.
Attempt to reset the stat and set the initialization point.
Could you check?
It's perfect and thank you!!!I fixed it, you were close. It should compile now, have not tested it though but based on the code should provide the desired results. I cleaned up the code a little and added a suggested edit that is commented out if you want it.
Your welcome! And I will take your initial suggestion and try putting it into action. Unfortunately it looks like to do something like that though properly will be a change in serialization in the main attachment, it will be a optional update that people can avoid if they want of course.It's perfect and thank you!!!
You've fixed exactly what I want you to do!!!!
- Updated and overhauled the XML attachment itself
- Updates to the PlayerGump to accommodate the new features.
- Added A stat reset coin, the update to the xml attachment now holds the used stats from leveling up, which the reset coin uses as a reference to reset and return used stat points.
- Added additional updates to the XML attachment for future updates.
!!!!!!!!!!!!!!!!!!!!!!!!!!WARNING!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This is a serialization change to the level xml attachment! If...
Joshua updated Level System 3 - Rerelease with a new update entry:
StatPoint Update
Read the rest of this update entry...
[doublepost=1553051092][/doublepost]This isn't included in the current zip, but I will include it on the next update when it comes. This script, when set to true within the script will search players on login to delete the attachment. It's set to false by default so you do not accidentally delete stuff, you have to actually set is to true to use it then compile. This isn't going to be a big help for big servers of ppl testing things out, but its better then nothing. lol..
Level system new/Items/ExpCoin.cs:
CS0236: Line 107: Un inicializador de campo no puede hacer referencia al campo, método o propiedad no estáticos 'Server.Items.AwardExpTarget.c'
private int m_SCV = c.ExpCoinCommandValue;
It would however mean changes to the serialization of the main attachment which would break all existing level attachments when updating, so all current gained levels/exp would be lost.
Why would a serialization change break existing attachments? Don't they serialize independently? In other words, why can't you create a new "version" of the serialization? If the attachment has the old version, it loads using the old version. When it is saved, it saves the new version, then when it loads again, it uses the new version because of the updated version number.
Hello Joshua!For first i need to say: what a good job
Now i compiled the new update and im getting a single error:
Code:Level system new/Items/ExpCoin.cs: CS0236: Line 107: Un inicializador de campo no puede hacer referencia al campo, método o propiedad no estáticos 'Server.Items.AwardExpTarget.c'
Line 107:
Code:private int m_SCV = c.ExpCoinCommandValue;
Can you advice a fix for me?Thank you!!!
private int m_SCV = 100;
EXPCoin isn't compiling with a configuration setting, reverted for now.
That is a great question, I've been driving at that myself. I'm not sure why it breaks, if you have any insight on that I would be appreciative.
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 1 );
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize( reader );
int version = reader.ReadInt();
if( version < 1 )
{
Add Attributes
}
}
Token did not Delete on usage
Fixed an issue with command and token being used.
Hmm, I assumed it was tied into the basecreature tamed pet code so I never really tested that out.. that is good to know. I will look into it tonight, thanks for bringing that up!Hello ~! You can not gain experience by killing a creature with a summoned pet and killing it.
Could it be possible?
Hello ~! You can not gain experience by killing a creature with a summoned pet and killing it.
Could it be possible?
Hmm, I assumed it was tied into the basecreature tamed pet code so I never really tested that out.. that is good to know. I will look into it tonight, thanks for bringing that up!
[doublepost=1553184986][/doublepost]
Can you please tell me what you summoned that handled the kills? Were these normal summons like Daemons / Elementals or EV's ?
Summoning Necromancer When I tested the creatures, blade spirits, and vortexes, I sometimes did not get experience!
Thank you Tested it is very good!I think I know the issue here, I made a change in LevelHandler.cs, back your original up in case this doesn't work or just re download it.
Replace LevelHandler.cs with this file and see if that helps. Sorry, not in a place I can test this out.
Expansion into pets is finally here, pets now can be leveled up right along side the main toon with their own EXP pool. Not shared to the control master. With this system new features are coming to light.
- ConfiguredPet.cs script to control the system
- Loss of level on Death
- Loss of Stat on Death (required Loss of level to be enabled to use)
- Customization Stat points like the player. (no Skills yet!)
- Level Sheet for the Pets (only works on your own pet!) - command available too...
That is my Fault. I forgot to include the cosmetic display code for the Pets, I will get to it right away.Hello!On a new Servuo repo,pets dont show his level as suffix.Tryed with a gm account,and player account.
Pet used = Kirin and horse.
Followed the new readme instructions to install.
Here is the missing Cosmetic Level info.
Changes to these files were done.
- LevelCore.cs
- PetConfiguration.cs
- LevelHandlerPet.cs
- Readme
Fixed a possible unlikely of unlikely scenario's where if the controlmaster was null however the pet still had the attachment the server would crash. Changes made in LevelHandlerPet.cs
Added a distro edit for basecreature.cs to pull the level info. The changes to PetConfiguration and LevelCore are required for this to work.
Here is the quick...
Attached ZIP
Still getting used to the new form for submitting changes.
I found what you were referring to and confirmed the issue, I have updated the file for when I push it next. Thanks for pointing this outThank you Tested it is very good!
You can get experience points with summoning pets!
[doublepost=1553251814][/doublepost]In PlayerLevelGump.cs
It's the part to fix.
Click Mysticism Skill Rise Below
Skill list changes to Trade list
.
2141 line
2145 line
2151 line
SkillCategory.Trade -> SkillCategory.Magic
You'll have to edit it.
Thank you
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