/** * Simple script to essentially add a skill point if its ready to level **/ static bool Prefix(Progression __instance, ref int exp) { System.Random r = new System.Random(); ProgressionValue skillPoints = __instance.GetProgressionValue("LModSkillPoints"); ProgressionValue masterProgression = __instance.GetProgressionValue("LModMaster"); if (skillPoints == null || masterProgression == null) { return(true); } if (skillPoints.Level != 0) { Progression.SkillPointsPerLevel = 1 + Math.Max(1, Math.Min(5, skillPoints.Level)); } if (__instance.ExpToNextLevel - exp <= 0) { //chance is moderate depending on your level if (r.Next(1, LMod_Progression_AddLevelExpRecursive.chance) < (Math.Min(90, Math.Max(10, masterProgression.Level * 10)))) { Progression.SkillPointsPerLevel += 1; GameManager.ShowTooltip(__instance.parent as EntityPlayerLocal, "You've just got a bonus skill point!"); } } return(true); }
/** * Simple script to essentially add our precentage increase **/ static bool Prefix(Progression __instance, ref int _exp) { System.Random r = new System.Random(); ProgressionValue masterProgression = __instance.GetProgressionValue("LModMaster"); if (masterProgression == null) { return(true); } //chance is actually pretty low if (_exp <= LMod_Progression_AddLevelExp.maxExp && r.Next(1, LMod_Progression_AddLevelExp.chance) < (Math.Min(90, Math.Max(10, masterProgression.Level * 10)))) { if (masterProgression == null) { return(true); } _exp = _exp * masterProgression.Level; GameManager.ShowTooltip(__instance.parent as EntityPlayerLocal, "Yay! You've just got some bonus xp from that"); return(true); } return(true); }