I'm making it so that CPs are like vps without creating a team, like players get a few cps per mob but I've made it so it adds all the CPs the player has earned up and them gives it to them eventually, but I don't know when to decide when to give them the CPs.
Any ideas would be greatly appreciated as I'm swamped:
(Forget about the MobLevel stuff, I originally did MobLevel + 1.)
Currently I have it at players level times two, but I would rather have it some other way.
Any ideas would be greatly appreciated as I'm swamped:
Code:
public static void RewardCPSForHunting(Character User, short MobLevel)
{
uint CpsToGive = (uint)MobLevel;
User.PlayerTemporaryCPs += CpsToGive;
if (User.Alive && User.PlayerTemporaryCPs >= User.Level*2)
UpdatePlayerHuntingCPs(User);
}
public static void UpdatePlayerHuntingCPs(Character User)
{
User.CPs += User.PlayerTemporaryCPs;
User.MyClient.SendPacket(General.MyPackets.Vital(User.UID, 30, User.CPs));
User.MyClient.SendPacket(General.MyPackets.SendMsg(User.MyClient.MessageId, "SYSTEM", User.Name, "You got " + User.PlayerTemporaryCPs + " CPs from killing Monsters.", 2005));
User.PlayerTemporaryCPs = 0;
}
Currently I have it at players level times two, but I would rather have it some other way.