|
||
|
|||||||
| Custom Script Releases This forum is where you can release your custom scripts for other users to use. Please note: By releasing your scripts here you are submitting them to the public and as such agree to make them public domain. The RunUO Team has made its software GPL for you to use and enjoy you should do the same for anything based off of RunUO. |
![]() |
|
|
Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
Forum Novice
|
Ki Frosts - Level System Current Version : 2.0.3 Description: A system that gives your players a level off of the experience they get from either their skills or their kills, depending on which one is activated. There are three different styles: Classic - A System that goes off of player skill levels. Enviroment - A System that gives experience off of all things killed, including players. PvP - A System that gives experience off of player kills. Players levels cannot exceed 100, easily changeable in code, unless they use a max level scroll. Installation: If you are using a clean install of RunUO 2.0, you can replace PlayerMobile.CS, BaseCreature.CS Titles.CS and CharacteCreation.CS with mine. IF you arnt, see the install.rtf included in the download. Warning: Since there are three systems, which means multiple activation points, there must not be more than one system activated at a time. This can hae alot of unwanted results. And "Level System" must always stay activated for any of the others to work at all. Other Items: A max level fix stone - Older players use the stone and merge in and can now start leveling. Level On Item Example - An item that shows you how to add a level requirment to weapons or armor. A max level scroll - An item that when used by a player ups there max level a little ways. They can get it all the way to 120 with enough of them. Future Updates: Add a base script for items, weapons, shields armor, etc. Change activation style to be easier and worry free. Special Thanks: Kalamin - Didnt get credit last time becuase I couldnt remember your name, finally tracked you down. Lots of this system came from his "Idea" he had posted. Every One Else In Script Support - for sticking with me and helping with the errors.
__________________
Last edited by Ki Frost; 11-26-2006 at 11:59 AM. |
|
|
|
|
|
#3 (permalink) |
|
Forum Expert
|
I really like this. It is simple and can be easily managed into other systems if need be. I also have something similar that I was working on but couldn't pin it down but now this is ultimately the best. For I was making a class system that would seperate the crafters and fighters so crafters won't level off of fighting and fighters wouldn't level off of crafting! it was just a small mod to the player mobile that defined the class from one another... but I am still working on a player interface to pick which one they want. though if they select the default buttons on the character creation screen they'd already be defined. Thanks a whole bunch. I will try to look into a way to get both CLS and ELS to work at the same time!!
![]()
__________________
:mad: Red makes me angry!:mad::rolleyes: Blue makes me happy!:rolleyes: .:Xeno-Corporation:. Devised from our signature art to our Ultima Online shard; Thanks to all those that contributed to it all!
|
|
|
|
|
|
#5 (permalink) |
|
Forum Expert
|
Your fix item has no suitable override method... Just thought I'd let you know.
![]()
__________________
:mad: Red makes me angry!:mad::rolleyes: Blue makes me happy!:rolleyes: .:Xeno-Corporation:. Devised from our signature art to our Ultima Online shard; Thanks to all those that contributed to it all!
|
|
|
|
|
|
#8 (permalink) |
|
Forum Expert
|
I had a question, for some reason the thing in the title (Level 1/100) does not change. I have to go [set title "" for it to actually change, did I do something wrong when I put the script in? (BTW, very nice level system, I like it a lot so far)
__________________
Last edited by Lord Kaza; 11-09-2006 at 03:23 AM. |
|
|
|
|
|
#9 (permalink) |
|
Forum Expert
|
Maybe this would be a better way to display levels..
under playermobile... look for getproperties Code:
public override void GetProperties( ObjectPropertyList list )
{
base.GetProperties( list );
list.Add( "Level: " + Level.ToString() );
if ( Map == Faction.Facet )
{
PlayerState pl = PlayerState.Find( this );
if ( pl != null )
{
Faction faction = pl.Faction;
if ( faction.Commander == this )
list.Add( 1042733, faction.Definition.PropName ); // Commanding Lord of the ~1_FACTION_NAME~
else if ( pl.Sheriff != null )
list.Add( 1042734, "{0}\t{1}", pl.Sheriff.Definition.FriendlyName, faction.Definition.PropName ); // The Sheriff of ~1_CITY~, ~2_FACTION_NAME~
else if ( pl.Finance != null )
list.Add( 1042735, "{0}\t{1}", pl.Finance.Definition.FriendlyName, faction.Definition.PropName ); // The Finance Minister of ~1_CITY~, ~2_FACTION_NAME~
else if ( pl.MerchantTitle != MerchantTitle.None )
list.Add( 1060776, "{0}\t{1}", MerchantTitles.GetInfo( pl.MerchantTitle ).Title, faction.Definition.PropName ); // ~1_val~, ~2_val~
else
list.Add( 1060776, "{0}\t{1}", pl.Rank.Title, faction.Definition.PropName ); // ~1_val~, ~2_val~
}
}
}
__________________
:mad: Red makes me angry!:mad::rolleyes: Blue makes me happy!:rolleyes: .:Xeno-Corporation:. Devised from our signature art to our Ultima Online shard; Thanks to all those that contributed to it all!
Last edited by XenoNeo; 11-09-2006 at 01:36 PM. |
|
|
|
|
|
#11 (permalink) |
|
Forum Novice
|
@ XenoNeo
Thats why I put it where I did, so it will automatically update. I will look into your way though, seems easier. @Lord Kazaa - I will look into that, I think I already know the mistake though. //EDIT// Kazaa found and fixed mistake. Open PlayerMobile and find: Code:
[CommandProperty(AccessLevel.GameMaster)]
public int Level
{
get { return m_Level; }
set { m_Level = value; }
}
Code:
[CommandProperty(AccessLevel.GameMaster)]
public int Level
{
get { return m_Level; }
set { m_Level = value; InvalidateProperties(); }
}
__________________
Last edited by Ki Frost; 11-09-2006 at 03:38 PM. |
|
|
|
|
|
#12 (permalink) |
|
Forum Expert
|
@ KI Frost
Hey, how would I go and have this in a gump? Like how would I show the level in a gump? I have been working on that but since I have never done it I am really struggling... any help would be great, thanks!
__________________
:mad: Red makes me angry!:mad::rolleyes: Blue makes me happy!:rolleyes: .:Xeno-Corporation:. Devised from our signature art to our Ultima Online shard; Thanks to all those that contributed to it all!
|
|
|
|
|
|
#14 (permalink) |
|
Forum Expert
|
The method worked if your interested in having that.
Code:
public override void GetProperties( ObjectPropertyList list )
{
base.GetProperties( list );
list.Add( "Level: " + Level.ToString() );
if ( Map == Faction.Facet )
{
PlayerState pl = PlayerState.Find( this );
if ( pl != null )
{
Faction faction = pl.Faction;
if ( faction.Commander == this )
list.Add( 1042733, faction.Definition.PropName ); // Commanding Lord of the ~1_FACTION_NAME~
else if ( pl.Sheriff != null )
list.Add( 1042734, "{0}\t{1}", pl.Sheriff.Definition.FriendlyName, faction.Definition.PropName ); // The Sheriff of ~1_CITY~, ~2_FACTION_NAME~
else if ( pl.Finance != null )
list.Add( 1042735, "{0}\t{1}", pl.Finance.Definition.FriendlyName, faction.Definition.PropName ); // The Finance Minister of ~1_CITY~, ~2_FACTION_NAME~
else if ( pl.MerchantTitle != MerchantTitle.None )
list.Add( 1060776, "{0}\t{1}", MerchantTitles.GetInfo( pl.MerchantTitle ).Title, faction.Definition.PropName ); // ~1_val~, ~2_val~
else
list.Add( 1060776, "{0}\t{1}", pl.Rank.Title, faction.Definition.PropName ); // ~1_val~, ~2_val~
}
}
}
Code:
[CommandProperty(AccessLevel.GameMaster)]
public int Level
{
get { return m_Level; }
set { m_Level = value; InvalidateProperties(); }
}
Works great, and thanks for bringing such a customizable idea for player level base! ![]()
__________________
:mad: Red makes me angry!:mad::rolleyes: Blue makes me happy!:rolleyes: .:Xeno-Corporation:. Devised from our signature art to our Ultima Online shard; Thanks to all those that contributed to it all!
|
|
|
|
|
|
#15 (permalink) |
|
Newbie
|
i put in your lvl system but i dont think its workin i get the lil stones in my pack but when i click em nothin happens and also nothing happens when i click the high lvl tickets also how do i know which system is activated?
__________________
love me or hate me but u better love me cause im 270 lbs and 6' 6" |
|
|
|
|
|
#16 (permalink) |
|
Forum Newbie
Join Date: Dec 2006
Posts: 3
|
You know what system is active by looking in the Core folder that comes with the download, opening the file and setting true/false to what system you want active.
Aside from that; I've been unable to get this system working either. I have fresh build of RunUO 2.0 (126) and added only this. I tried these 2 systems: Classic System - Gain skills but levels do not increase. Also recieve Stones of Levels after killing monsters, but I think you're not supposed to? Environment System - Get Stones of Levels but they are not usable after d-clicking. No scripts added, none modified, only this. Any ideas? |
|
|
|
|
|
#18 (permalink) |
|
Forum Expert
Join Date: Jan 2004
Location: UK, Essex
Age: 19
Posts: 1,166
|
Could I make a suggestion to add an experience gain to crafting items so as crafters can gain levels also?
__________________
It is not the hand that creates worlds, It is the mind controlling it ! The New Dawn Network |
|
|
|
|
|
#19 (permalink) |
|
Forum Expert
|
Would somebody mind adding what the installation contains? It shows up as a .rtf file for me and when I open it I get all this:
Code:
{\rtf1\ansi\ansicpg1252\deff0\deflang1033\deflangfe1033{\fonttbl{\f0\froman\fprq2\fcharset0 Times New Roman;}{\f1\fnil\fprq1\fcharset0 Courier New;}}
{\colortbl ;\red0\green0\blue255;\red0\green128\blue0;\red128\green0\blue0;\red0\green0\blue0;\red0\green128\blue128;}
{\*\generator Msftedit 5.41.15.1507;}\viewkind4\uc1\pard\f0\fs24 Welcome, you have found your way to the installation guide for the "Player Level System 2.0 Beta 1"!\par
\par
This document will help guide you in installing the new level system on your server.\par
\par
If you are using a clean install please use the distro scripts provided and read part 1, on how to input maxlevels on new players. \par
\par
If you arnt, then read the whole document!\par
\par
\b 1: Additions To CharacterCreation.CS\b0 (Max Level *NOTE* THIS IS REQUIRED!)\par
\par
This is a quite simple mod.\par
\par
The very first thing you want to do is add:\par
\par
\f1\fs20\par
\cf1 using\cf0 Server.LSCore.Active;\cf2\i\f0\fs24\par
\cf0\i0\par
to the top of your code.\par
\par
Then search for:\par
\f1\fs20\tab\tab\tab newChar.Hunger = 20;\cf1\i\f0\fs24\par
\cf0\i0\par
and below it add this:\par
\par
\cf1\f1\fs20 #region\cf0 LSB1\par
\cf1 if\cf0 (!(CLS.Enabled))\par
\{\par
PlayerMobile pm = newChar \cf1 as\cf0 PlayerMobile;\par
\par
\cf1 if\cf0 (LevelSystem.Enabled)\par
\{\par
\cf1 if\cf0 (pm.AccessLevel == AccessLevel.Player)\par
pm.MaxLevel = 100;\par
\cf1 else\par
\cf0 pm.MaxLevel = 200;\par
\}\par
\}\par
\cf1 #endregion\cf2\i\f0\fs24\par
\cf0\i0\par
Save and close, if you are using distros provided, have fun!, if not continue on!...\par
\par
\b 2: Additions to PlayerMobile.CS\b0 (*REQUIRED FOR ALL SYSTEMS*)\par
\par
This one is easy, but it is also easy to get lost.\par
\par
The very first thing you want to do is add:\par
\par
\f1\fs20\par
\cf1 using\cf0 Server.LSCore.Active;\cf2\i\f0\fs24\par
\cf0\i0\par
to the top of your code.\par
then skip down a little bit to this area:\par
\par
\f1\fs20\tab\cf1 public\cf0 \cf1 class\cf0 PlayerMobile : Mobile, IHonorTarget\par
\{\cf1\i\f0\fs24\par
\cf0\i0\par
right below it you will need to add:\par
\par
\cf1\f1\fs20 #region\cf0 LSB1\par
\par
\cf1 private\cf0 \cf1 int\cf0 m_Exp;\par
\cf1 private\cf0 \cf1 int\cf0 m_Level = 1;\par
\cf1 private\cf0 \cf1 int\cf0 m_MaxLevel;\par
\par
[CommandProperty(AccessLevel.GameMaster)]\par
\cf1 public\cf0 \cf1 int\cf0 Exp\par
\{\par
\cf1 get\cf0 \{ \cf1 return\cf0 m_Exp; \}\par
\cf1 set\cf0 \{ m_Exp = \cf1 value\cf0 ; \}\par
\}\par
[CommandProperty(AccessLevel.GameMaster)]\par
\cf1 public\cf0 \cf1 int\cf0 Level\par
\{\par
\cf1 get\cf0 \{ \cf1 return\cf0 m_Level; \}\par
\cf1 set\cf0 \{ m_Level = \cf1 value\cf0 ; InvalidateProperites(); \}\par
\}\par
[CommandProperty(AccessLevel.GameMaster)]\par
\cf1 public\cf0 \cf1 int\cf0 MaxLevel\par
\{\par
\cf1 get\cf0 \{ \cf1 return\cf0 m_MaxLevel; \}\par
\cf1 set\cf0 \{ m_MaxLevel = \cf1 value\cf0 ; InvalidateProperties(); \}\par
\}\par
\par
\cf1 #endregion\cf2\i\f0\fs24\par
\cf0\i0\par
Now you will want to waid even farther down and find:\par
\par
\f1\fs20\tab\tab\cf1 public\cf0 \cf1 override\cf0 \cf1 void\cf0 OnDamage( \cf1 int\cf0 amount, Mobile from, \cf1 bool\cf0 willKill )\par
\tab\{\cf1\i\f0\fs24\par
\cf0\i0\par
Under neath this you will want to add:\par
\par
\cf1\f1\fs20 #region\cf0 LSB\par
\par
\cf1 if\cf0 (LevelSystem.Enabled)\par
\{\par
\cf1 if\cf0 (!(CLS.Enabled))\par
\{\par
\cf1 if\cf0 (!(\cf1 this\cf0 .MaxLevel == 0))\par
\{\par
\cf1 if\cf0 (!(\cf1 this\cf0 .Level > \cf1 this\cf0 .MaxLevel))\par
\{\par
\cf1 if\cf0 (\cf1 this\cf0 .Level >= 20)\par
\cf1 this\cf0 .Exp = (Utility.RandomMinMax(6, 20));\par
\cf1 else\par
\cf0 \cf1 this\cf0 .Exp = (Utility.RandomMinMax(1, 12));\par
\par
\cf1 if\cf0 (\cf1 this\cf0 .Exp >= 500 * \cf1 this\cf0 .Level)\par
\{\par
\cf1 this\cf0 .Level += 1;\par
\cf1 this\cf0 .Exp = 0;\par
\cf1 this\cf0 .SendMessage(\cf3 "Congratulations! You just leveld"\cf0 );\par
\par
\cf1 if\cf0 (0.33 > Utility.RandomDouble())\par
\{\par
\cf1 if\cf0 (\cf1 this\cf0 .RawStatTotal != \cf1 this\cf0 .StatCap)\par
\{\par
\cf1 switch\cf0 (Utility.Random(3))\par
\{\par
\cf1 case\cf0 0: \cf1 base\cf0 .RawStr += 1; \cf1 break\cf0 ;\par
\cf1 case\cf0 1: \cf1 base\cf0 .RawDex += 1; \cf1 break\cf0 ;\par
\cf1 case\cf0 2: \cf1 base\cf0 .RawInt += 1; \cf1 break\cf0 ;\par
\}\par
\}\par
\}\par
\}\par
\}\par
\}\par
\cf1 else\par
\cf0 \{\par
\cf1 this\cf0 .SendMessage(\cf3 "A Level System has been activated, please use the stone in your bag to use it!"\cf0 );\par
\cf1 this\cf0 .AddToBackpack(\cf1 new\cf0 PMMLFix());\par
\}\par
\}\par
\}\par
\par
\cf1 #endregion\par
\par
\cf4 LSB2 Addition\par
\par
Find:\par
\cf0\tab\tab\cf1 public\cf0 \cf1 override\cf0 \cf1 bool\cf0 OnBeforeDeath()\par
\tab\{\par
and add this under it:\par
\par
\cf1 #region\cf0 LSB\par
\cf1 if\cf0 (LevelSystem.Enabled && (!(CLS.Enabled && ELS.Enabled)))\par
\{\par
\cf1 if\cf0 (\cf1 this\cf0 .LastKiller \cf1 is\cf0 PlayerMobile)\par
\{\par
\cf1 if\cf0 (0.33 > Utility.RandomDouble())\par
\cf1 this\cf0 .Exp = \cf1 this\cf0 .Exp / 2;\par
\}\par
\}\par
\cf1 #endregion\par
\par
\cf4 LSB2 Addition End\cf2\f0\fs24\par
\cf0\par
Now for the serious edits, Find this\par
\par
\f1\fs20\tab\tab\cf1 public\cf0 \cf1 override\cf0 \cf1 void\cf0 Deserialize( GenericReader reader )\par
\tab\tab\{\par
\tab\tab\tab\cf1 base\cf0 .Deserialize( reader );\par
\tab\tab\tab\cf1 int\cf0 version = reader.ReadInt();\par
\par
\tab\tab\tab\cf1 switch\cf0 ( version )\par
\tab\{\cf1\i\f0\fs24\par
\cf0\i0\par
Under it you will want to add this:\par
\par
\cf1\f1\fs20 #region\cf0 LSB1\par
\par
\cf1 case\cf0 26:\par
\{\par
m_Exp = reader.ReadInt();\par
m_Level = reader.ReadInt();\par
m_MaxLevel = reader.ReadInt();\par
\cf1 goto\cf0 \cf1 case\cf0 25;\par
\}\par
\par
\cf1 #endregion\cf2\i\f0\fs24\par
\cf0\i0\par
now then go to:\par
\par
\f1\fs20\tab\tab\tab CheckAtrophies( \cf1 this\cf0 );\par
\par
\tab\tab\tab\cf1 base\cf0 .Serialize( writer );\par
\tab\tab\tab\par
\tab\tab\tab writer.Write( (\cf1 int\cf0 ) 25 ); \cf2 // version \cf1\i\f0\fs24\par
\cf0\i0\par
Change the above line to be:\par
\f1\fs20\tab\tab\tab writer.Write( (\cf1 int\cf0 ) 26 ); \cf2 // version \i\f0\fs24\par
\cf0\i0\par
Then add this under that line:\par
\par
\cf1\f1\fs20 #region\cf0 LSB1\par
\par
writer.Write((\cf1 int\cf0 )m_Exp);\par
writer.Write((\cf1 int\cf0 )m_Level);\par
writer.Write((\cf1 int\cf0 )m_MaxLevel);\par
\par
\cf1 #endregion\cf2\i\f0\fs24\par
\cf0\i0\par
\ul NOTE: THE TWO EDITS THAT WHERE JUST DONE IS WITH THE ASSUMPTION THAT YOU HAVE AN UNMODED PLAYERMOBILE!\par
if not using an unmoded playermobile you will need to change the:\par
case 26:\par
goto case 25;\par
writer.Write( (int) 26 ); // version\par
\par
to suit your needs.\par
END NOTE\par
\ulnone\par
Now find this section:\par
\par
\f1\fs20 \cf1 public\cf0 \cf1 override\cf0 \cf1 string\cf0 ApplyNameSuffix(\cf1 string\cf0 suffix)\par
\{\par
\cf1 if\cf0 (Young)\par
\{\par
\cf1 if\cf0 (suffix.Length == 0)\par
suffix = \cf3 "(Young)"\cf0 ;\par
\cf1 else\par
\cf0 suffix = \cf5 String\cf0 .Concat(suffix, \cf3 " (Young)"\cf0 );\par
\}\cf1\i\f0\fs24\par
\cf0\i0 and add this under it:\par
\par
\cf1\f1\fs20 #region\cf0 LSB\par
\par
\cf1 if\cf0 (LevelSystem.Enabled)\par
\{\par
\cf1 if\cf0 (CLS.Enabled)\par
\{\par
\cf1 if\cf0 (suffix.Length == 0)\par
suffix = \cf5 String\cf0 .Format(\cf3 "Level \{0\}"\cf0 , Level);\par
\cf1 else\par
\cf0 suffix = \cf5 String\cf0 .Concat(suffix, \cf5 String\cf0 .Format(\cf3 "Level \{0\}"\cf0 , Level));\par
\}\par
\cf1 else\par
\cf0 \{\par
\cf1 if\cf0 (!(\cf1 this\cf0 .MaxLevel == 0))\par
\{\par
\cf1 if\cf0 (suffix.Length == 0)\par
suffix = \cf5 String\cf0 .Format(\cf3 "Level \{0\}/\{1\}"\cf0 , Level, MaxLevel);\par
\cf1 else\par
\cf0 suffix = \cf5 String\cf0 .Concat(suffix, \cf5 String\cf0 .Format(\cf3 "Level \{0\}/\{1\}"\cf0 , Level, MaxLevel));\par
\}\par
\}\par
\}\par
\par
\cf1 #endregion\cf2\i\f0\fs24\par
\cf0\i0\par
YEAY, we are done with the PlayerMobile.CS Edits make sure you \b SAVE\b0 that, so you dont need to do it again!\par
\par
\b 3: Additions To BaseCreature.CS\b0 (Easy one, required for Enviroment)\par
FILE LOCATED IN: Scripts\\Engines\\AI\\Creature\\\par
\par
First thing you want to do to this file is again add:\par
\f1\fs20\par
\cf1 using\cf0 Server.LSCore.Active;\cf2\i\f0\fs24\par
\cf0\i0\par
To the top of it.\par
\par
Then you will need to search for:\par
\f1\fs20 \cf1 public\cf0 \cf1 override\cf0 \cf1 bool\cf0 OnBeforeDeath()\par
\{\cf1\i\f0\fs24\par
\cf0\i0 Under it you will add:\par
\par
\cf1\f1\fs20 #region\cf0 LSB\par
\par
\cf1 if\cf0 (\cf1 this\cf0 .LastKiller \cf1 is\cf0 PlayerMobile)\par
\{\par
PlayerMobile pm = (PlayerMobile)\cf1 this\cf0 .LastKiller;\par
\par
\cf1 if\cf0 (!(pm.MaxLevel == 0))\par
\{\par
\cf1 if\cf0 (LevelSystem.Enabled && (!(CLS.Enabled && PvPLS.Enabled)))\par
\{\par
\cf1 if\cf0 (!(pm.Level > pm.MaxLevel))\par
\{\par
\cf1 int\cf0 CExp = (\cf1 this\cf0 .HitsMax) / 3;\par
pm.Exp += CExp;\par
pm.SendMessage(\cf3 "You have gained \{0\} exp points from the kill"\cf0 , CExp);\par
\par
\cf1 if\cf0 (pm.Exp >= 500 * pm.Level) \cf2 // The Exp Cap\par
\cf0 \{\par
pm.Level += 1;\par
pm.Exp = 0;\par
pm.SendMessage(\cf3 "Congradulations you have gained a level!"\cf0 );\par
\par
\cf1 if\cf0 (0.33 > Utility.RandomDouble())\par
\{\par
\cf1 if\cf0 (pm.RawStatTotal != pm.StatCap)\par
\{\par
\cf1 switch\cf0 (Utility.Random(3))\par
\{\par
\cf1 case\cf0 0: pm.RawStr += 1; pm.SendMessage(\cf3 "You also gained 1 strength level"\cf0 ); \cf1 break\cf0 ;\par
\cf1 case\cf0 1: pm.RawDex += 1; pm.SendMessage(\cf3 "You also gained 1 dexterity level"\cf0 ); \cf1 break\cf0 ;\par
\cf1 case\cf0 2: pm.RawInt += 1; pm.SendMessage(\cf3 "You also gained 1 intellagence level"\cf0 ); \cf1 break\cf0 ;\par
\}\par
\}\par
\}\par
\}\par
\}\par
\}\par
\}\par
\cf1 else\par
\cf0 \{\par
pm.SendMessage(\cf3 "A Level System has been activated, please use the stone in your bag to use it!"\cf0 );\par
pm.AddToBackpack(\cf1 new\cf0 PMMLFix());\par
\}\par
\}\par
\par
\cf1 #endregion\cf2\i\f0\fs24\par
\cf0\i0\par
Save and your done with BaseCreature.CS\par
\par
\b 4: Additions To Titles.CS\par
\par
\b0 First thing you want to do to this file is again add:\par
\f1\fs20\par
\cf1 using\cf0 Server.LSCore.Active;\cf2\i\f0\fs24\par
\cf0\i0\par
To the top of it.\par
\par
Next you will need to find:\par
\par
\f1\fs20 \cf1 else\cf0 \cf1 if\cf0 (showSkillTitle && beheld.Player)\par
\{\par
Skill highest = GetHighestSkill(beheld);\cf2 // beheld.Skills.Highest;\par
\par
\cf0 \cf1 if\cf0 (highest != \cf1 null\cf0 && highest.BaseFixedPoint >= 300)\par
\{\par
\cf1 string\cf0 skillLevel = GetSkillLevel(highest);\par
\cf1 string\cf0 skillTitle = highest.Info.Title;\par
\par
\cf1 if\cf0 (beheld.Female && skillTitle.EndsWith(\cf3 "man"\cf0 ))\par
skillTitle = skillTitle.Substring(0, skillTitle.Length - 3) + \cf3 "woman"\cf0 ;\par
\par
title.AppendFormat(\cf3 ", \{0\} \{1\}"\cf0 , skillLevel, skillTitle);\par
\}\par
\}\par
\par
\cf1 return\cf0 title.ToString();\cf1\f0\fs24\par
\par
\cf4 And change it to look like:\par
\par
\cf0\f1\fs20 \cf1 else\cf0 \cf1 if\cf0 (showSkillTitle && beheld.Player)\par
\{\par
Skill highest = GetHighestSkill(beheld);\cf2 // beheld.Skills.Highest;\par
\par
\cf0 \cf1 if\cf0 (highest != \cf1 null\cf0 && highest.BaseFixedPoint >= 300)\par
\{\par
\cf1 string\cf0 skillLevel = GetSkillLevel(highest);\par
\cf1 string\cf0 skillTitle = highest.Info.Title;\par
\par
\cf1 if\cf0 (beheld.Female && skillTitle.EndsWith(\cf3 "man"\cf0 ))\par
skillTitle = skillTitle.Substring(0, skillTitle.Length - 3) + \cf3 "woman"\cf0 ;\par
\par
\cf2 //LSB1\par
\cf0 \cf1 if\cf0 (!(LevelSystem.Enabled))\par
title.AppendFormat(\cf3 ", \{0\} \{1\}"\cf0 , skillLevel, skillTitle);\par
\cf1 else\par
\cf0 \{\par
PlayerMobile pm = beheld \cf1 as\cf0 PlayerMobile;\par
\cf1 if\cf0 (!(CLS.Enabled))\par
title.AppendFormat(\cf3 ", \{0\} \{1\} \{2\}/\{3\}"\cf0 , skillLevel, skillTitle, pm.Level, pm.MaxLevel);\par
\cf1 else\par
\cf0 title.AppendFormat(\cf3 ", \{0\} \{1\} Level \{2\}"\cf0 , skillLevel, skillTitle, pm.Level);\par
\}\par
\}\par
\}\par
\par
\cf1 return\cf0 title.ToString();\cf2\f0\fs24\par
\par
\cf4 Save and you are done with the Titles.cs Edits.\par
\par
You are done! Congrats, restart\\start the server and have fun!\cf0\par
}
|
|
|
|