Well, i got asked a lot by people to explain how to add a Kill Counter.
It's actually easy, and sad to see that most of the "Developer" doesn't even know how to write 7 lines of code.
What it will do:
- Safe killed Monster Amount in Database
- Display killed Monster in Database
- Handle Rewards for a certain Kill Count
1. Add a new Column in DB on Character called KillCount
> Go to DAL.EF > Character.cs and add
> Go to OpenNos.Data > CharacterDTO.cs and add
> Go to GameObject > Character.cs and add
> Go to the Mapper and add (x2, ToCharacter and ToCharacterDTO)
2. Add GenerateKillCountBonus
> Go to GameObject > Character.cs and add whereever u want
3. Implement the Generation
> Go to GenerateKillBonus, go to #region EXP, Reputation and Dignity in GenerateKillBonus and add on top of that region
Increase the KillCounter where ever u want. Simple way to do it is on GenerateKillBonus, for each kill.
Done. This implementation is fairly easy and safe to use. It's simple af.
You can also check by using if statement at the end instead of case. I like this one more.
Happy leech
It's actually easy, and sad to see that most of the "Developer" doesn't even know how to write 7 lines of code.
What it will do:
- Safe killed Monster Amount in Database
- Display killed Monster in Database
- Handle Rewards for a certain Kill Count
1. Add a new Column in DB on Character called KillCount
> Go to DAL.EF > Character.cs and add
Code:
public int KillCount { get; set; }
Code:
public int KillCount { get; set; }
Code:
KillCount = input.KillCount;
Code:
output.KillCount = input.KillCount;
> Go to GameObject > Character.cs and add whereever u want
Code:
public void GenerateKillCountBonus()
{
switch (KillCount)
{
//When Character killed 100 Monsters
case 100:
break;
}
}
> Go to GenerateKillBonus, go to #region EXP, Reputation and Dignity in GenerateKillBonus and add on top of that region
Code:
#region Generate KillCount Bonus
if (Hp > 0 && !monsterToAttack.BattleEntity.IsMateTrainer(monsterToAttack.MonsterVNum))
{
switch (KillCount)
{
case 100:
GenerateKillCountBonus();
break;
}
}
#endregion
Code:
Session.Character.KillCount++;
You can also check by using if statement at the end instead of case. I like this one more.
Happy leech