He already changed it...
What you posted shouldn't even compile from what I see.
var role = (killer as Player).CP += CPVALUE;
Role in this case is going to be the value of CP + CPVALUE and not refer to a player. I could be wrong but looks that way to me.
As said, change it back to how it was when you downloaded the source and change the calculation as you wish.
Code:
if (BaseMonster.Level > 3)//Only drop from mobs over level 3. no pheasant dropping cp
if (Level + 1 >= killer.Level && Calculations.Damage.PercentSuccess(100.0))//Only drop if monster is higher level than player... If you want it 100 percent success... just remove the **** percentSuccess check rofl!
{
var cp = Kernel.RandomNext(1, 16);//Amount to award, random 1-15
if (cp > 15)
return;
role.SendMessage("SYSTEM", role.Name, "You received " + cp + " cps for killing a(n) " + BaseMonster.Name, uint.MaxValue, ChatType.System);//Inform them they gained cp
role.CP += cp;//Add their cp
}
Commented it for you. Please, learn some basic C# so you understand what you're reading before you go and try to change it.