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[Release/OpenNos] Prestige System
Hey folks,
today i wanna release a very simple prestige System. Informations: Spoiler:
Step 1: Add a CommandPacket! - For this action, you need to visit /OpenNos.GameObjects/Packets/CommandPackets. You need to create a class, which is called "PrestigePacket.cs". After doing this, you need to implement a code. Spoiler:
Thats the command Packet Step 2: Creating a Handler! - Visit /OpenNos.Handler/CommandPacketHandler.cs After you opened it up, you can create a new Code. Spoiler:
Requirements To add the Code: Knowledge 4/10 To edit it the way you want: 5/10 To add more benefits, or recode it: 7/10 Hope it helped ya guys out! Greetings, Brix - Gardia Systems Owner |
Thanks for Release @[Only registered and activated users can see links. Click Here To Register...] Good Job
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Thx m8 I appreciate that, but are you sure about the first two requirements? Thats basically copy and paste.
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And thanks! Quote:
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This is not a prestige system, this is a single if statement (and yet you managed to hardcode it, and make it wrong)
- Don't hardcode lvl 99, on Ciapa's source you have a configuration manager & on ON.NW source you have everything stored in ServerManager, which is a bit better. - Hardcoded packet strings is not a viable or maintainable solution - Your else condition is useless - You don't add 50 compliment, you set the compliment of the character to 50, no matter the prestige If anyone want's to make a prestige system, this is definately not a good way (I'm talking for developers of course, not copy & paste leechers) Anyways, that was just my opinion, thanks for contributing to this community |
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- Sets Level, Joblevel and Hero Level to 1 - Able to Gift Items to Player - Can check if Player has the requirements. (Even if its hardcoded its not possible to use it without the requirements) But thanks for your Opinion |
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public void Prestige(Prestige PrestigePacket) |
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Use RagePoint for identify prestige!!!
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and I set for the hero level /// <summary> /// $Prestige /// </summary> /// <param name="prestigePacket"></param> public void Prestige(PrestigePacket prestigePacket) { if (Session.Character.Level == 250) { if (Session.Character.HeroLevel == 100) { Session.Character.ChangeClass(ClassType.Adventurer ); Session.Character.MapId = 1; Session.Character.Level = 15; Session.Character.Prestige +=1; Session.Character.JobLevel = 20; Session.Character.HeroLevel = 0; Session.Character.DefenceRate =+500; Session.Character.GiftAdd(1286, 10); Session.Character.DistanceDefence =+500; Session.Character.MagicalDefence =+500; Session.Character.GiftAdd(9074, 10); Session.Character.GiftAdd(1249, 10); { return; } } } |
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= + + ? wtf is this :confused::confused::lul: |
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Even if it had worked for some reason, the stats would not have been saved. The defense & the added stats would be back to normal after a relog.
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