#BANJESUSREWINDSERVER
Upon reaching certain level milestones , you will receive a GameGold reward* :
Level 33 - 50 GameGold
Level 44 - 120 GameGold
Level 51 - 175 GameGold
Level 60 - 230 GameGold
Level 65 - 300 GameGold
Level 75 - 400 GameGold
*Subject to my discretion Please pm me ingame and or on discord when you reach the level, i'll reward you as soon as i can
public void LevelUp()
{
RefreshStats();
SetHP(Stats[Stat.Health]);
SetMP(Stats[Stat.Mana]);
Enqueue(new S.LevelChanged { Level = Level, Experience = Experience });
Broadcast(new S.ObjectLeveled { ObjectID = ObjectID });
SEnvir.RankingSort(Character);
if (Character.Account.Characters.Max(x => x.Level) <= Level)
BuffRemove(BuffType.Veteran);
ApplyGuildBuff();
}
public void LevelUp()
{
RefreshStats();
SetHP(Stats[Stat.Health]);
SetMP(Stats[Stat.Mana]);
Enqueue(new S.LevelChanged { Level = Level, Experience = Experience });
Broadcast(new S.ObjectLeveled { ObjectID = ObjectID });
SEnvir.RankingSort(Character);
if(Buffs.Any(x => x.Type == BuffType.Veteran))
{} //check to see if they have vet buff
else //if not they are highest level so can get reward
{
int gg = 0;
switch(Level)
{
case 33: gg = 50; break;
case 44: gg = 120; break;
case 51: gg = 175; break;
case 60: gg = 230; break;
case 65: gg = 300; break;
case 75: gg = 400; break;
default: gg = 0; break;
}
if(gg>0)
{
character.Account.GameGold += gg;
Connection.ReceiveChat(string.Format($"Gained {gg} game gold for levelling up"), MessageType.System);
Enqueue(new S.GameGoldChanged { GameGold = Character.Account.GameGold, ObserverPacket = false });
}
}
if (Character.Account.Characters.Max(x => x.Level) <= Level)
BuffRemove(BuffType.Veteran);
ApplyGuildBuff();
}
So is there anything new or are you going to do a proper advertisment?30th august is launch
Post automatically merged:
Server is live tomorrow 6pm GMT
Server download Link : https://drive.google.com/open?id=1ZpJ_W3YpLoZegX25AwXd5GZUuaF8lTlS
Will release my connection patch closer to the time tomorrow
Can do it automatically in code, not got access to compiler to check code works fully but try the following. (it is reliant on you not having removed the vet buff from the code)
Can do it automatically in code, not got access to compiler to check code works fully but try the following. (it is reliant on you not having removed the vet buff from the code)
PlayerObject.cs on serverside
change toCode:public void LevelUp() { RefreshStats(); SetHP(Stats[Stat.Health]); SetMP(Stats[Stat.Mana]); Enqueue(new S.LevelChanged { Level = Level, Experience = Experience }); Broadcast(new S.ObjectLeveled { ObjectID = ObjectID }); SEnvir.RankingSort(Character); if (Character.Account.Characters.Max(x => x.Level) <= Level) BuffRemove(BuffType.Veteran); ApplyGuildBuff(); }
Code:public void LevelUp() { RefreshStats(); SetHP(Stats[Stat.Health]); SetMP(Stats[Stat.Mana]); Enqueue(new S.LevelChanged { Level = Level, Experience = Experience }); Broadcast(new S.ObjectLeveled { ObjectID = ObjectID }); SEnvir.RankingSort(Character); if(Buffs.Any(x => x.Type == BuffType.Veteran)) {} //check to see if they have vet buff else //if not they are highest level so can get reward { int gg = 0; switch(Level) { case 33: gg = 50; break; case 44: gg = 120; break; case 51: gg = 175; break; case 60: gg = 230; break; case 65: gg = 300; break; case 75: gg = 400; break; default: gg = 0; break; } if(gg>0) { character.Account.GameGold += gg; Connection.ReceiveChat(string.Format($"Gained {gg} game gold for levelling up"), MessageType.System); Enqueue(new S.GameGoldChanged { GameGold = Character.Account.GameGold, ObserverPacket = false }); } } if (Character.Account.Characters.Max(x => x.Level) <= Level) BuffRemove(BuffType.Veteran); ApplyGuildBuff(); }
Can do it automatically in code, not got access to compiler to check code works fully but try the following. (it is reliant on you not having removed the vet buff from the code)
PlayerObject.cs on serverside
change toCode:public void LevelUp() { RefreshStats(); SetHP(Stats[Stat.Health]); SetMP(Stats[Stat.Mana]); Enqueue(new S.LevelChanged { Level = Level, Experience = Experience }); Broadcast(new S.ObjectLeveled { ObjectID = ObjectID }); SEnvir.RankingSort(Character); if (Character.Account.Characters.Max(x => x.Level) <= Level) BuffRemove(BuffType.Veteran); ApplyGuildBuff(); }
Code:public void LevelUp() { RefreshStats(); SetHP(Stats[Stat.Health]); SetMP(Stats[Stat.Mana]); Enqueue(new S.LevelChanged { Level = Level, Experience = Experience }); Broadcast(new S.ObjectLeveled { ObjectID = ObjectID }); SEnvir.RankingSort(Character); if(Buffs.Any(x => x.Type == BuffType.Veteran)) {} //check to see if they have vet buff else //if not they are highest level so can get reward { int gg = 0; switch(Level) { case 33: gg = 50; break; case 44: gg = 120; break; case 51: gg = 175; break; case 60: gg = 230; break; case 65: gg = 300; break; case 75: gg = 400; break; default: gg = 0; break; } if(gg>0) { character.Account.GameGold += gg; Connection.ReceiveChat(string.Format($"Gained {gg} game gold for levelling up"), MessageType.System); Enqueue(new S.GameGoldChanged { GameGold = Character.Account.GameGold, ObserverPacket = false }); } } if (Character.Account.Characters.Max(x => x.Level) <= Level) BuffRemove(BuffType.Veteran); ApplyGuildBuff(); }
private readonly Dictionary<int, int> LevelUpRewards = new Dictionary<int, int>
{
{33, 50 },
{44, 120 },
{51, 175 },
{60, 230 },
{65, 300},
{75, 400 }
};
public void LevelUp()
{
RefreshStats();
SetHP(Stats[Stat.Health]);
SetMP(Stats[Stat.Mana]);
Enqueue(new S.LevelChanged { Level = Level, Experience = Experience });
Broadcast(new S.ObjectLeveled { ObjectID = ObjectID });
SEnvir.RankingSort(Character);
if (!Buffs.Any(x => x.Type == BuffType.Veteran))
{
if (LevelUpRewards.ContainsKey(Level))
{
character.Account.GameGold += LevelUpRewards[Level];
Connection.ReceiveChat($"Gained {LevelUpRewards[Level]} game gold for levelling up", MessageType.System);
Enqueue(new S.GameGoldChanged { GameGold = Character.Account.GameGold, ObserverPacket = false });
}
}
if (Character.Account.Characters.Max(x => x.Level) <= Level)
BuffRemove(BuffType.Veteran);
ApplyGuildBuff();
}