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| 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 publish them under the GPL licensing terms. 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. |
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#1 (permalink) |
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Forum Expert
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Before you continue to read this post, make sure you have read and installed this script: [RUO X] World of Warcraft Level System Utility/SDK This guide is written based on the assumption of the reader having a common undestanding of C# termanology, key words and member placement, as well as the RunUO 2.0 API and serializing/deserializing methods. The scale used for deciding the WoW-Style XP Zone is; Trammel: Azeroth Felucca: Azeroth Ilshenar: Outland Malas: Northrend Tokuno: Northrend Internal: Northrend This guide will provide the following information:
///////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////// All edits are to be made to: PlayerMobile.cs Assembly Reference: <PlayerMobile>: CREATE Code:
using System.Collections; using System.Collections.Generic; using Server.WoW; Property Declarations: <PlayerMobile>.m_Level: CREATE <PlayerMobile>.m_LevelCap: CREATE <PlayerMobile>.m_Experience: CREATE <PlayerMobile>.m_Rested: CREATE <PlayerMobile>.m_RestedCap: CREATE <PlayerMobile>.m_LastOnline: CREATE Code:
private int
m_Level = 1,
m_LevelCap = 80,
m_Experience = 0,
m_Rested = 0,
m_RestedCap = 8;
private DateTime
m_LastOnline = DateTime.Now;
Command Properties: <PlayerMobile>.LastOnline: CREATE Code:
[CommandProperty(AccessLevel.GameMaster)]
public DateTime LastOnline
{
get
{
return m_LastOnline;
}
set
{
m_LastOnline = value;
}
}
Code:
[CommandProperty(AccessLevel.GameMaster)]
public int Rested
{
get
{
if( m_Rested > m_RestedCap )
m_Rested = m_RestedCap;
else if( m_Rested < 0 )
m_Rested = 0;
return m_Rested;
}
set
{
if (value == m_Rested)
return;
else
{
if (value > m_RestedCap)
m_Rested = m_RestedCap;
else
{
m_Rested = value;
if (m_Rested > 0 && m_Rested < m_RestedCap)
SendMessage(0x55, String.Format("You feel rested. Experience gained from killing monsters is increased by {0}% for {1} hours.", LevelUtility.RestedXPFactor * 100, m_Rested));
else if (m_Rested >= m_RestedCap)
SendMessage(0x55, String.Format("You are fully rested. Experience gained from killing monsters is increased by {0}% for {1} Hours.", LevelUtility.RestedXPFactor * 100, m_Rested));
else if (m_Rested == 0)
SendMessage(0x55, String.Format("You feel normal. Experience gained from killing monsters is now normal."));
}
}
}
}
Code:
[CommandProperty(AccessLevel.Administrator)]
public int RestedCap
{
get
{
if (m_RestedCap < 0)
m_RestedCap = 0;
return m_RestedCap;
}
set
{
m_RestedCap = value;
}
}
Code:
[CommandProperty( AccessLevel.Administrator )]
public int Level
{
get
{
if (m_Level < 1)
m_Level = 1;
return m_Level;
}
set
{
if (value == m_Level)
return;
else if (value > m_Level)
{
int diff = value - m_Level;
LevelUp( diff );
}
else if (value < m_Level)
{
int diff = m_Level - value;
LevelDown( diff );
}
}
}
Code:
[CommandProperty(AccessLevel.Administrator)]
public int Experience
{
get
{
if (m_Experience < 0)
m_Experience = 0;
return m_Experience;
}
set
{
if (value == m_Experience)
return;
else
{
SetExperience( value );
}
}
}
Code:
[CommandProperty(AccessLevel.Administrator)]
public int ExperienceReq
{
get
{
ZoneXPBase xpBase = GetXPZone( true );
return LevelUtility.ComputeExperienceReq( m_Level, xpBase );
}
}
Methods: <PlayerMobile>.GetXPZone( bool byLevel ): CREATE Code:
public ZoneXPBase GetXPZone( bool byLevel )
{
if( byLevel )
{
if( m_Level <= 59 )
return ZoneXPBase.Azeroth;
else if( m_Level <= 69 )
return ZoneXPBase.Outland;
else
return ZoneXPBase.Northrend;
}
else
{
if( Map == Map.Felucca || Map == Map.Trammel )
return ZoneXPBase.Azeroth;
else if( Map == Map.Ilshenar )
return ZoneXPBase.Outland;
else
return ZoneXPBase.Northrend;
}
}
Code:
public void SetExperience( int value )
{
int difference = value - m_Experience;
if (m_Experience != value)
m_Experience = value;
if ((Math.Abs(difference) > 0))
{
SendMessage((difference > 0 ? 57 : 37), "You {0} {1} XP", (difference > 0 ? "gained" : "lost"), Math.Abs(difference));
CheckLevelGain( );
}
}
Code:
public void CheckLevelGain( )
{
int count = 0;
ZoneXPBase xpBase = GetXPZone( true );
while (m_Experience >= ComputeExperienceReq(m_Level, m_Level + (count + 1), xpBase))
{
count++;
}
if (count > 0)
{
LevelUp(count);
}
}
Code:
public void LevelUp( int count )
{
if (m_Level + count > m_LevelCap)
count = m_LevelCap - m_Level;
m_Experience = 0;
m_Level += count;
}
Code:
public void LevelDown( int count )
{
if (m_Level - count < 1)
count = m_Level - 1;
m_Experience = 0;
m_Level -= count;
}
Code:
public void AwardExperience( BaseCreature killed, int bonus, int split )
{
if (split < 1)
split = 1;
double baseXP = 0.0;
if (killed != null)
{
if (killed.ControlMaster != null || killed.SummonMaster != null || killed.IsBonded || killed.Summoned)
return;
ZoneXPBase xpBase = GetXPZone( false );
baseXP = LevelUtility.XPFromNPC( m_Level, killed.Level, xpBase );
if (killed.IsElite)
baseXP *= LevelUtility.EliteXPFactor;
if (m_Rested > 0)
{
TimeSpan span = DateTime.Now.Subtract(m_LastOnline);
int hours = (int)Math.Floor(span.TotalHours);
if (hours > 0)
m_Rested = m_Rested - hours;
baseXP *= LevelUtility.RestedXPFactor;
}
}
int final = (int)Math.Floor((double)((baseXP + bonus) / split));
Experience += final;
}
Code:
m_LastOnline = DateTime.Now; Code:
writer.Write( (int) m_Level ); writer.Write( (int) m_LevelCap ); writer.Write( (int) m_Experience ); writer.Write( (int) m_Rested ); writer.Write( (int) m_RestedCap ); writer.Write( (DateTime) m_LastOnline ); Code:
m_Level = reader.ReadInt( ); m_LevelCap = reader.ReadInt( ); m_Experience = reader.ReadInt( ); m_Rested = reader.ReadInt( ); m_RestedCap = reader.ReadInt( ); m_LastOnline = reader.ReadDateTime( ); ///////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////// All edits are to be made to: BaseCreature.cs Assembly Reference: <BaseCreature>: CREATE Code:
using System.Collections; using System.Collections.Generic; using Server.WoW; using Server.Engines.PartySystem; Property Declarations: <BaseCreature>.m_Level: CREATE Code:
private int
m_Level = 1;
Code:
private bool
m_IsElite = false;
Command Properties: <BaseCreature>.Level: CREATE Code:
[CommandProperty(AccessLevel.Administrator)]
public int Level
{
get
{
if (m_Level < 1)
m_Level = 1;
return m_Level;
}
set
{
m_Level = value;
}
}
Code:
[CommandProperty(AccessLevel.Administrator)]
public bool IsElite
{
get
{
return m_IsElite;
}
set
{
SetElite( value );
}
}
Methods: <BaseCreature>.SetElite( bool value ): CREATE Code:
public virtual void SetElite( bool value )
{
m_IsElite = value;
}
Code:
public virtual int GetBonusExperience( )
{
return 0;
}
Code:
if (willKill)
{
Dictionary<PlayerMobile, int> toAward = new Dictionary<PlayerMobile, int>();
ArrayList entries = DamageEntries;
List<Party> cycled = new List<Party>();
foreach (DamageEntry de in entries)
{
if (de.Damager == null && de.Damager.Deleted)
continue;
Mobile damager = de.Damager;
if (damager == null || damager.Deleted)
continue;
if (damager is PlayerMobile)
{
Party p = Party.Get(damager);
if (p == null)
{
toAward.Add((PlayerMobile)damager, 1);
}
else if (!cycled.Contains(p))
{
ArrayList members = p.Members;
for (int foo = 0; foo < members.Count; foo++)
{
PlayerMobile member = members[foo] as PlayerMobile;
if (member == null || member.Deleted)
continue;
if (member.InRange(Location, 25))
toAward.Add(member, members.Count);
}
cycled.Add(p);
}
}
else if (damager is BaseCreature)
{
BaseCreature creature = damager as BaseCreature;
PlayerMobile master = null;
if (creature.Controled)
{
if (creature.ControlMaster != null && creature.ControlMaster is PlayerMobile)
master = (PlayerMobile)creature.ControlMaster;
}
else if (creature.Summoned)
{
if (creature.SummonMaster != null && creature.SummonMaster is PlayerMobile)
master = (PlayerMobile)creature.SummonMaster;
}
if (master == null || master.Deleted)
continue;
Party p = Party.Get(master);
if (p == null)
{
toAward.Add(master, 1);
}
else if (!cycled.Contains(p))
{
ArrayList members = p.Members;
for (int foo = 0; foo < members.Count; foo++)
{
PlayerMobile member = members[foo] as PlayerMobile;
if (member == null || member.Deleted)
continue;
if (member.InRange(Location, 25))
toAward.Add(member, members.Count);
}
cycled.Add(p);
}
}
}
foreach (KeyValuePair<PlayerMobile, int> valid in toAward)
{
if (valid.Key == null || valid.Key.Deleted)
continue;
valid.Key.AwardExperience(this, GetBonusExperience(), valid.Value);
}
}
Code:
writer.Write( (int) m_Level ); writer.Write( (bool) m_IsElite ); Code:
m_Level = reader.ReadInt( ); SetElite( reader.ReadBool() ); ///////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////// All edits are to be made to: BaseArmor.cs, BaseWeapon.cs Assembly Reference: <BaseArmor/BaseWeapon>: CREATE Code:
using System.Collections; using System.Collections.Generic; using Server.WoW; Property Declarations: <BaseArmor/BaseWeapon>.m_LevelReq: CREATE Code:
private int
m_LevelReq = 1;
Command Properties: <BaseArmor/BaseWeapon>.LevelReq: CREATE Code:
[CommandProperty(AccessLevel.GameMaster)]
public int LevelReq
{
get
{
if( m_LevelReq < 0 )
m_LevelReq = 0;
return m_LevelReq;
}
set
{
m_LevelReq = value;
}
}
Methods: <BaseArmor/BaseWeapon>.CheckLevel( Mobile from ): CREATE Code:
public bool CheckLevel(Mobile from)
{
if( from == null || from.Deleted || !( from is PlayerMobile ) )
return true;
PlayerMobile equipee = from as PlayerMobile;
if (m_LevelReq <= 0)
return true;
if (equipee.Level < m_LevelReq)
{
equipee.SendMessage(0x22, "You do not meet the level requirements for this item.");
return false;
}
return true;
}
Code:
//<ADD THIS>
else if( !CheckLevel( from ) )
{
return false;
}
//<BEFORE THIS>
else
{
return base.CanEquip( from );
}
Code:
writer.Write( (int) m_LevelReq ); Code:
m_LevelReq = reader.ReadInt( ); ///////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////// Create a new file: ExperienceCheque.cs Complete Script Code: Code:
using System;
using Server;
using Server.Mobiles;
using Server.WoW;
namespace Server.Items
{
public class ExperienceCheque : Item
{
public int m_XPAmount;
[CommandProperty( AccessLevel.GameMaster )]
public int XPAmount
{
get
{
return m_XPAmount;
}
set
{
m_XPAmount = value;
InvalidateProperties( );
}
}
[Constructable]
public ExperienceCheque( )
: base( 0x14F0 )
{
Name = "a Blank Experience Cheque";
m_XPAmount = 0;
}
[Constructable]
public ExperienceCheque( int xpamount )
: base( 0x14F0 )
{
Name = "a Cheque for " + xpamount.ToString("#,#") + " Experience";
m_XPAmount = xpamount;
}
public override void AddNameProperty( ObjectPropertyList list )
{
list.Add( ( m_XPAmount == 0 ) ? "a Blank Experience Cheque" : String.Format( "a Cheque for {0} Experience", m_XPAmount.ToString("#,#") ) );
}
public override void OnSingleClick( Mobile from )
{
LabelTo( from, ( m_XPAmount == 0 ) ? "a Blank Experience Cheque" : String.Format( "a Cheque for {0} XP", m_XPAmount.ToString("#,#") ) );
}
public override void OnDoubleClick( Mobile from )
{
PlayerMobile pm = from as PlayerMobile;
if( pm != null && !pm.Deleted && pm.Alive )
{
if( IsChildOf( from.Backpack ) )
{
pm.Experience += m_XPAmount;
Delete( );
}
else
{
from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it.
}
}
}
public ExperienceCheque( Serial serial )
: base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( ( int )0 ); // version
writer.Write( ( int )m_XPAmount );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt( );
switch( version )
{
case 0:
{
m_XPAmount = reader.ReadInt( );
break;
}
}
}
}
}
///////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////// Create a new file: LevelStatusCMD.cs Complete Script Code: Code:
using System;
using Server.Commands;
using Server.Mobiles;
namespace Server.WoW
{
public class LevelStatusCMD
{
public static void Initialize()
{
CommandSystem.Register( "LevelStatus", AccessLevel.Player, new CommandEventHandler( LevelStatus_OnCommand ) );
}
[Usage( "LevelStatus" )]
[Description( "Displays your current level status." )]
private static void LevelStatus_OnCommand( CommandEventArgs e)
{
PlayerMobile pm = e.Mobile as PlayerMobile;
if(pm != null)
{
pm.SendMessage("You are currently on level {0} and have {1} experience points! You need {2} experience points to advance to the next level.", pm.Level, pm.Experience, pm.ExperienceReq );
}
}
}
}
///////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////// Done! OK, so hopefuly you've finished all of the edits, it wasn't too hard was it? ![]() Now you should have a fully working level system! Although the Level System we have just created is very basic, it should be easy enough to add in your own tweaks. The part of the level system that handles the experience gained when killing a BaseCreature:
I really hope this helps everyone who posted earlier asking about how to impliment this system ![]() I can not guarantee that the code in the guide is fully working, as a lot of last-minute edits were made in the forum post editor.
__________________
Criticism should not be the cause of anger. -Dominik Seifert
Last edited by Vorspire; 05-05-2009 at 09:52 PM. |
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#2 (permalink) |
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Newbie
Join Date: Dec 2003
Location: Indiana
Age: 24
Posts: 94
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I've located a few code errors like you said you typed this up quick so here we go
<PlayerMobile>.RestedCap: CREATE [CommandProperty(AccessLevel.Administrator)] publicl int RestedCap <PlayerMobile>.Experience: CREATE [CommandProperty(AccessLevel.Administrator)] publicl int Experience <PlayerMobile>.ExperienceReq: CREATE [CommandProperty(AccessLevel.Administrator)] publicl int ExperienceReq <BaseCreature>.Level: CREATE [CommandProperty(AccessLevel.Administrator)] publicl int Level im working the bugs out of the cheque. but other than that this is a great submission to the forums. Last edited by Holstis; 05-04-2009 at 12:12 PM. Reason: did not show up properly |
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#3 (permalink) |
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Forum Expert
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Thanks for pointing those out hehe, I was up till 6.30 AM writing this guide!
I have revised and corrected the typos. Can you let me know what the bugs with the ExperienceCheque are, so I can update that too? ![]() I saw this one: "using Server.WoWl;" - I'm really unsure on how this extra character has been added randomly to certain things :S
__________________
Criticism should not be the cause of anger. -Dominik Seifert
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#4 (permalink) |
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Newbie
Join Date: Dec 2003
Location: Indiana
Age: 24
Posts: 94
|
Code:
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
Errors:
+ Custom/ExperienceCheque.cs.cs:
CS1520: Line 36: Class, struct, or interface method must have a return type
CS1002: Line 36: ; expected
CS1519: Line 37: Invalid token ':' in class, struct, or interface member declaration
CS1519: Line 39: Invalid token '=' in class, struct, or interface member declaration
CS1519: Line 39: Invalid token '(' in class, struct, or interface member declaration
CS1519: Line 41: Invalid token '=' in class, struct, or interface member declaration
CS1519: Line 41: Invalid token ';' in class, struct, or interface member declaration
CS1518: Line 44: Expected class, delegate, enum, interface, or struct
CS1518: Line 49: Expected class, delegate, enum, interface, or struct
CS1518: Line 54: Expected class, delegate, enum, interface, or struct
CS1518: Line 72: Expected class, delegate, enum, interface, or struct
CS1518: Line 77: Expected class, delegate, enum, interface, or struct
CS1518: Line 86: Expected class, delegate, enum, interface, or struct
CS1022: Line 102: Type or namespace definition, or end-of-file expected
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.
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#5 (permalink) |
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Forum Expert
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I think I found the problem
I forgot to use string formatting like this:Code:
public override void AddNameProperty( ObjectPropertyList list )
{
list.Add( ( m_XPAmount == 0 ) ? "a Blank Experience Cheque" : String.Format( "a Cheque for {0} Experience", m_XPAmount.ToString("#,#") ) );
}
public override void OnSingleClick( Mobile from )
{
LabelTo( from, ( m_XPAmount == 0 ) ? "a Blank Experience Cheque" : String.Format( "a Cheque for {0} XP", m_XPAmount.ToString("#,#") ) );
}
![]()
__________________
Criticism should not be the cause of anger. -Dominik Seifert
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#7 (permalink) |
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Forum Expert
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LOL, my tired eyes...
This was the problem: Code:
[Constructable]
public XPCheck( int xpamount )
: base( 0x14F0 )
{
Name = "a Check For " + xpamount.ToString("#,#") + " Experience";
m_XPAmount = xpamount;
}
The script was loosly based on my own server's "XPCheck" - But I updated it to incorporate proper english. A "check" is not a "cheque" :P Main post updated, hopefuly no more problems hehe.
__________________
Criticism should not be the cause of anger. -Dominik Seifert
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#8 (permalink) |
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Newbie
Join Date: Dec 2003
Location: Indiana
Age: 24
Posts: 94
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<PlayerMobile>.AwardExperience( int count ): CREATE
if (killed.Controled || killed.IsBonded || killed.Summoned) return; <BaseCreature>.OnDamage( int amount, Mobile from, bool willKill ): EDIT BaseCreature creature = damager as BaseCreature; PlayerMobile master = null; if (creature.Controled) { this time forgot an L in the code Last edited by Holstis; 05-05-2009 at 02:39 PM. Reason: found another missing L |
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#11 (permalink) | |
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Forum Expert
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Quote:
My own shard is actually based on 1.0 Final, stripped down and rebuilt with the fundimentals of WoW, but mostly everything is still intact, the difference is mainly that it is 1.0 Final with .NET 3.5 developing support ![]() So, that may also be the reason for a couple of typos here and there :S Since this guide was aimed at RunUO 2.0, I will make the change ![]() Updated line: Code:
if (killed.ControlMaster != null || killed.SummonMaster != null || killed.IsBonded || killed.Summoned) You are not being a hassle at all, it's good to have constructive critisism and to be able to accept it with honor and to understand and simply, possibly accept that it may be for the better. As my mentor always says "Critisism should not be the cause of anger."
__________________
Criticism should not be the cause of anger. -Dominik Seifert
Last edited by Vorspire; 05-05-2009 at 09:49 PM. |
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#12 (permalink) |
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Forum Novice
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I did my best to try to install your system, but this is what I get.
Any guidance on how to edit the files correctly would be greatly appreciated ![]() Code:
Errors:
+ Custom Scripts/BaseArmor.cs:
CS0592: Line 234: Attribute 'CommandProperty' is not valid on this declarati
on type. It is valid on 'property, indexer' declarations only.
CS0246: Line 237: The type or namespace name 'PlayerMobile' could not be fou
nd (are you missing a using directive or an assembly reference?)
CS0246: Line 240: The type or namespace name 'PlayerMobile' could not be fou
nd (are you missing a using directive or an assembly reference?)
CS0246: Line 240: The type or namespace name 'PlayerMobile' could not be fou
nd (are you missing a using directive or an assembly reference?)
+ Custom Scripts/BaseCreature.cs:
CS0029: Line 1217: Cannot implicitly convert type 'System.Collections.Generi
c.List<Server.DamageEntry>' to 'System.Collections.ArrayList'
CS0117: Line 1232: 'object' does not contain a definition for 'Get'
CS0117: Line 1261: 'Server.Mobiles.BaseCreature' does not contain a definiti
on for 'Controled'
CS0117: Line 1275: 'object' does not contain a definition for 'Get'
+ Custom Scripts/BaseWeapon.cs:
CS0592: Line 314: Attribute 'CommandProperty' is not valid on this declarati
on type. It is valid on 'property, indexer' declarations only.
+ Custom Scripts/PlayerMobile.cs:
CS0103: Line 154: The name 'm_Rested' does not exist in the current context
CS0103: Line 154: The name 'm_RestedCap' does not exist in the current conte
xt
CS0103: Line 155: The name 'm_Rested' does not exist in the current context
CS0103: Line 155: The name 'm_RestedCap' does not exist in the current conte
xt
CS0103: Line 156: The name 'm_Rested' does not exist in the current context
CS0103: Line 157: The name 'm_Rested' does not exist in the current context
CS0103: Line 159: The name 'm_Rested' does not exist in the current context
CS0103: Line 163: The name 'm_Rested' does not exist in the current context
CS0103: Line 167: The name 'm_RestedCap' does not exist in the current conte
xt
CS0103: Line 168: The name 'm_Rested' does not exist in the current context
CS0103: Line 168: The name 'm_RestedCap' does not exist in the current conte
xt
CS0103: Line 171: The name 'm_Rested' does not exist in the current context
CS0103: Line 173: The name 'm_Rested' does not exist in the current context
CS0103: Line 173: The name 'm_Rested' does not exist in the current context
CS0103: Line 173: The name 'm_RestedCap' does not exist in the current conte
xt
CS0103: Line 174: The name 'm_Rested' does not exist in the current context
CS0103: Line 175: The name 'm_Rested' does not exist in the current context
CS0103: Line 175: The name 'm_RestedCap' does not exist in the current conte
xt
CS0103: Line 176: The name 'm_Rested' does not exist in the current context
CS0103: Line 177: The name 'm_Rested' does not exist in the current context
CS0103: Line 189: The name 'm_RestedCap' does not exist in the current conte
xt
CS0103: Line 190: The name 'm_RestedCap' does not exist in the current conte
xt
CS0103: Line 192: The name 'm_RestedCap' does not exist in the current conte
xt
CS0103: Line 196: The name 'm_RestedCap' does not exist in the current conte
xt
CS0103: Line 204: The name 'm_Level' does not exist in the current context
CS0103: Line 205: The name 'm_Level' does not exist in the current context
CS0103: Line 207: The name 'm_Level' does not exist in the current context
CS0103: Line 211: The name 'm_Level' does not exist in the current context
CS0103: Line 213: The name 'm_Level' does not exist in the current context
CS0103: Line 215: The name 'm_Level' does not exist in the current context
CS0103: Line 219: The name 'm_Level' does not exist in the current context
CS0103: Line 221: The name 'm_Level' does not exist in the current context
CS0103: Line 233: The name 'm_Experience' does not exist in the current cont
ext
CS0103: Line 234: The name 'm_Experience' does not exist in the current cont
ext
CS0103: Line 236: The name 'm_Experience' does not exist in the current cont
ext
CS0103: Line 240: The name 'm_Experience' does not exist in the current cont
ext
CS0103: Line 257: The name 'm_Level' does not exist in the current context
CS0103: Line 461: The name 'm_Level' does not exist in the current context
CS0103: Line 463: The name 'm_Level' does not exist in the current context
CS0103: Line 567: The name 'm_Experience' does not exist in the current cont
ext
CS0103: Line 569: The name 'm_Experience' does not exist in the current cont
ext
CS0103: Line 570: The name 'm_Experience' does not exist in the current cont
ext
CS0103: Line 586: The name 'm_Experience' does not exist in the current cont
ext
CS0103: Line 586: The name 'ComputeExperienceReq' does not exist in the curr
ent context
CS0103: Line 586: The name 'm_Level' does not exist in the current context
CS0103: Line 586: The name 'm_Level' does not exist in the current context
CS0103: Line 598: The name 'm_Level' does not exist in the current context
CS0103: Line 598: The name 'm_LevelCap' does not exist in the current contex
t
CS0103: Line 599: The name 'm_LevelCap' does not exist in the current contex
t
CS0103: Line 599: The name 'm_Level' does not exist in the current context
CS0103: Line 601: The name 'm_Experience' does not exist in the current cont
ext
CS0103: Line 602: The name 'm_Level' does not exist in the current context
CS0103: Line 606: The name 'm_Level' does not exist in the current context
CS0103: Line 607: The name 'm_Level' does not exist in the current context
CS0103: Line 609: The name 'm_Experience' does not exist in the current cont
ext
CS0103: Line 610: The name 'm_Level' does not exist in the current context
CS0103: Line 626: The name 'm_Level' does not exist in the current context
CS0103: Line 631: The name 'm_Rested' does not exist in the current context
CS0103: Line 637: The name 'm_Rested' does not exist in the current context
CS0103: Line 637: The name 'm_Rested' does not exist in the current context
CS0120: Line 1053: An object reference is required for the nonstatic field,
method, or property 'Server.Mobiles.PlayerMobile.m_LastOnline'
CS0103: Line 2806: The name 'm_Level' does not exist in the current context
CS0103: Line 2807: The name 'm_LevelCap' does not exist in the current conte
xt
CS0103: Line 2808: The name 'm_Experience' does not exist in the current con
text
CS0103: Line 2809: The name 'm_Rested' does not exist in the current context
CS0103: Line 2810: The name 'm_RestedCap' does not exist in the current cont
ext
CS0103: Line 2869: The name 'm_Level' does not exist in the current context
CS0103: Line 2870: The name 'm_LevelCap' does not exist in the current conte
xt
CS0103: Line 2871: The name 'm_Experience' does not exist in the current con
text
CS0103: Line 2872: The name 'm_Rested' does not exist in the current context
CS0103: Line 2873: The name 'm_RestedCap' does not exist in the current cont
ext
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.
Last edited by hellalex; 06-04-2009 at 09:22 PM. |
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