Exemple #1
0
        /// <summary>
        /// Determines if the player has advanced a level
        /// </summary>
        private void CheckForLevelup()
        {
            var xpTable = DatManager.PortalDat.XpTable;

            var maxLevel = GetMaxLevel();

            if (Level >= maxLevel)
            {
                return;
            }

            var  startingLevel = Level;
            bool creditEarned  = false;

            // increases until the correct level is found
            while ((ulong)(TotalExperience ?? 0) >= xpTable.CharacterLevelXPList[(Level ?? 0) + 1])
            {
                Level++;

                // increase the skill credits if the chart allows this level to grant a credit
                if (xpTable.CharacterLevelSkillCreditList[Level ?? 0] > 0)
                {
                    AvailableSkillCredits += (int)xpTable.CharacterLevelSkillCreditList[Level ?? 0];
                    TotalSkillCredits     += (int)xpTable.CharacterLevelSkillCreditList[Level ?? 0];
                    creditEarned           = true;
                }

                // break if we reach max
                if (Level == maxLevel)
                {
                    PlayParticleEffect(PlayScript.WeddingBliss, Guid);
                    break;
                }
            }

            if (Level > startingLevel)
            {
                var message = (Level == maxLevel) ? $"You have reached the maximum level of {Level}!" : $"You are now level {Level}!";

                message += (AvailableSkillCredits > 0) ? $"\nYou have {AvailableExperience:#,###0} experience points and {AvailableSkillCredits} skill credits available to raise skills and attributes." : $"\nYou have {AvailableExperience:#,###0} experience points available to raise skills and attributes.";

                var levelUp        = new GameMessagePrivateUpdatePropertyInt(this, PropertyInt.Level, Level ?? 1);
                var currentCredits = new GameMessagePrivateUpdatePropertyInt(this, PropertyInt.AvailableSkillCredits, AvailableSkillCredits ?? 0);

                if (Level != maxLevel && !creditEarned)
                {
                    var nextLevelWithCredits = 0;

                    for (int i = (Level ?? 0) + 1; i <= maxLevel; i++)
                    {
                        if (xpTable.CharacterLevelSkillCreditList[i] > 0)
                        {
                            nextLevelWithCredits = i;
                            break;
                        }
                    }
                    message += $"\nYou will earn another skill credit at level {nextLevelWithCredits}.";
                }

                if (Fellowship != null)
                {
                    Fellowship.OnFellowLevelUp(this);
                }

                if (AllegianceNode != null)
                {
                    AllegianceNode.OnLevelUp();
                }

                Session.Network.EnqueueSend(levelUp);

                SetMaxVitals();

                // play level up effect
                PlayParticleEffect(PlayScript.LevelUp, Guid);

                Session.Network.EnqueueSend(new GameMessageSystemChat(message, ChatMessageType.Advancement), currentCredits);
            }
        }
Exemple #2
0
        /// <summary>
        /// Determines if the player has advanced a level
        /// </summary>
        private void CheckForLevelup()
        {
            var xpTable = DatManager.PortalDat.XpTable;

            var maxLevel = GetMaxLevel();

            if (Level >= maxLevel)
            {
                return;
            }

            var  startingLevel = Level;
            bool creditEarned  = false;

            // if level is not under 275(false) do normal stuff, otherwise if over 274(true) do custom function.

            // increases until the correct level is found
            while ((ulong)(TotalExperience ?? 0) >= ((Level < 275) ? xpTable.CharacterLevelXPList[(Level ?? 0) + 1] : (ulong)Catch275(false, startingLevel)))
            {
                Level++;

                // increase the skill credits if the chart allows this level to grant a credit

                // gotta limit this to levels 275 and under otherwise causes crash.
                if (Level <= 275)
                {
                    if (xpTable.CharacterLevelSkillCreditList[Level ?? 0] > 0)
                    {
                        AvailableSkillCredits += (int)xpTable.CharacterLevelSkillCreditList[Level ?? 0];
                        TotalSkillCredits     += (int)xpTable.CharacterLevelSkillCreditList[Level ?? 0];
                        creditEarned           = true;
                    }
                }

                // if a player is level 300 or higher and level is also divisible by 30 evenly give a skill credit.
                if (Level > 275)
                {
                    if (Level >= 300 && Level % 30 == 0)
                    {
                        AvailableSkillCredits += 1;
                        TotalSkillCredits     += 1;
                        creditEarned           = true;
                    }
                }

                // break if we reach max
                if (Level == maxLevel)
                {
                    PlayParticleEffect(PlayScript.WeddingBliss, Guid);
                    break;
                }
            }

            if (Level > startingLevel)
            {
                var message = (Level == maxLevel) ? $"You have reached the maximum level of {Level}!" : $"You are now level {Level}!";

                message += (AvailableSkillCredits > 0) ? $"\nYou have {AvailableExperience:#,###0} experience points and {AvailableSkillCredits} skill credits available to raise skills and attributes." : $"\nYou have {AvailableExperience:#,###0} experience points available to raise skills and attributes.";

                var levelUp        = new GameMessagePrivateUpdatePropertyInt(this, PropertyInt.Level, Level ?? 1);
                var currentCredits = new GameMessagePrivateUpdatePropertyInt(this, PropertyInt.AvailableSkillCredits, AvailableSkillCredits ?? 0);

                // 275 and under code.
                if (Level != maxLevel && !creditEarned && Level <= 275)
                {
                    var nextLevelWithCredits = 0;

                    for (int i = (Level ?? 0) + 1; i <= maxLevel; i++)
                    {
                        if (xpTable.CharacterLevelSkillCreditList[i] > 0)
                        {
                            nextLevelWithCredits = i;
                            break;
                        }
                    }
                    message += $"\nYou will earn another skill credit at level {nextLevelWithCredits}.";
                }

                if (Fellowship != null)
                {
                    Fellowship.OnFellowLevelUp(this);
                }

                if (AllegianceNode != null)
                {
                    AllegianceNode.OnLevelUp();
                }

                Session.Network.EnqueueSend(levelUp);

                SetMaxVitals();

                // play level up effect
                PlayParticleEffect(PlayScript.LevelUp, Guid);

                Session.Network.EnqueueSend(new GameMessageSystemChat(message, ChatMessageType.Advancement), currentCredits);
            }
        }