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Skibadee

That Vial skibadee lolol
Banned
Mar 24, 2003
1,279
150
175
#BANJESUSREWINDSERVER

Upon reaching certain level milestones , you will receive a GameGold reward* :
Level 33 - 50 GameGold
Level 44 - 120 GameGold
Level 51 - 175 GameGold
Level 60 - 230 GameGold
Level 65 - 300 GameGold
Level 75 - 400 GameGold

*Subject to my discretion Please pm me ingame and or on discord when you reach the level, i'll reward you as soon as i can
 
Last edited:

Lionsm!ght

Dedicated Member
Dedicated Member
Aug 28, 2015
539
135
85
#BANJESUSREWINDSERVER

Upon reaching certain level milestones , you will receive a GameGold reward* :
Level 33 - 50 GameGold
Level 44 - 120 GameGold
Level 51 - 175 GameGold
Level 60 - 230 GameGold
Level 65 - 300 GameGold
Level 75 - 400 GameGold

*Subject to my discretion Please pm me ingame and or on discord when you reach the level, i'll reward you as soon as i can

Can do it automatically in code, not got access to compiler to check code works fully but try the following. (it is reliant on you not having removed the vet buff from the code)

PlayerObject.cs on serverside
Code:
public void LevelUp()
        {
            RefreshStats();

            SetHP(Stats[Stat.Health]);
            SetMP(Stats[Stat.Mana]);

            Enqueue(new S.LevelChanged { Level = Level, Experience = Experience });
            Broadcast(new S.ObjectLeveled { ObjectID = ObjectID });

            SEnvir.RankingSort(Character);

            if (Character.Account.Characters.Max(x => x.Level) <= Level)
                BuffRemove(BuffType.Veteran);

            ApplyGuildBuff();
        }
change to
Code:
public void LevelUp()
{
    RefreshStats();

    SetHP(Stats[Stat.Health]);
    SetMP(Stats[Stat.Mana]);

    Enqueue(new S.LevelChanged { Level = Level, Experience = Experience });
    Broadcast(new S.ObjectLeveled { ObjectID = ObjectID });

    SEnvir.RankingSort(Character);
    
    if(Buffs.Any(x => x.Type == BuffType.Veteran)) 
        {} //check to see if they have vet buff
    else  //if not they are highest level so can get reward
        {
            int gg = 0;
            switch(Level)
            {
                case 33: gg = 50; break; 
                case 44: gg = 120; break; 
                case 51: gg = 175; break; 
                case 60: gg = 230; break; 
                case 65: gg = 300; break; 
                case 75: gg = 400; break;
                default: gg = 0; break;
            }
            if(gg>0)
            {
                character.Account.GameGold += gg;
                Connection.ReceiveChat(string.Format($"Gained {gg} game gold for levelling up"), MessageType.System);
                Enqueue(new S.GameGoldChanged { GameGold = Character.Account.GameGold, ObserverPacket = false });
            }
        }
    if (Character.Account.Characters.Max(x => x.Level) <= Level)
            BuffRemove(BuffType.Veteran);
            
        
    ApplyGuildBuff();
}
 

JoeDunn

LOMCN Veteran
Veteran
Jun 16, 2009
991
74
114
Can do it automatically in code, not got access to compiler to check code works fully but try the following. (it is reliant on you not having removed the vet buff from the code)

👏👏👏👏 take a bow lad. this is what lomcn has been missing for years
 

Skibadee

That Vial skibadee lolol
Banned
Mar 24, 2003
1,279
150
175
Can do it automatically in code, not got access to compiler to check code works fully but try the following. (it is reliant on you not having removed the vet buff from the code)

PlayerObject.cs on serverside
Code:
public void LevelUp()
        {
            RefreshStats();

            SetHP(Stats[Stat.Health]);
            SetMP(Stats[Stat.Mana]);

            Enqueue(new S.LevelChanged { Level = Level, Experience = Experience });
            Broadcast(new S.ObjectLeveled { ObjectID = ObjectID });

            SEnvir.RankingSort(Character);

            if (Character.Account.Characters.Max(x => x.Level) <= Level)
                BuffRemove(BuffType.Veteran);

            ApplyGuildBuff();
        }
change to
Code:
public void LevelUp()
{
    RefreshStats();

    SetHP(Stats[Stat.Health]);
    SetMP(Stats[Stat.Mana]);

    Enqueue(new S.LevelChanged { Level = Level, Experience = Experience });
    Broadcast(new S.ObjectLeveled { ObjectID = ObjectID });

    SEnvir.RankingSort(Character);
  
    if(Buffs.Any(x => x.Type == BuffType.Veteran))
        {} //check to see if they have vet buff
    else  //if not they are highest level so can get reward
        {
            int gg = 0;
            switch(Level)
            {
                case 33: gg = 50; break;
                case 44: gg = 120; break;
                case 51: gg = 175; break;
                case 60: gg = 230; break;
                case 65: gg = 300; break;
                case 75: gg = 400; break;
                default: gg = 0; break;
            }
            if(gg>0)
            {
                character.Account.GameGold += gg;
                Connection.ReceiveChat(string.Format($"Gained {gg} game gold for levelling up"), MessageType.System);
                Enqueue(new S.GameGoldChanged { GameGold = Character.Account.GameGold, ObserverPacket = false });
            }
        }
    if (Character.Account.Characters.Max(x => x.Level) <= Level)
            BuffRemove(BuffType.Veteran);
          
      
    ApplyGuildBuff();
}


thanks lionsmight, but i havent started to learn to code yet...

for those asking about what the servers like and if ive added anything new, the short answer is no, there is nothing ''custom' per say , but ive done my best to make what i think is a fun server, give it a go , if u dont like it, u dont have to play :)

I will do my best to learn how to code as i go along, and hopefully i'll learn alot
 
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Pete107

🐑[E]dens-[E]lite🐑
Developer
Odyssey
Game Master
Dec 10, 2003
2,908
383
325
Todmorden, West Yorkshire
Can do it automatically in code, not got access to compiler to check code works fully but try the following. (it is reliant on you not having removed the vet buff from the code)

PlayerObject.cs on serverside
Code:
public void LevelUp()
        {
            RefreshStats();

            SetHP(Stats[Stat.Health]);
            SetMP(Stats[Stat.Mana]);

            Enqueue(new S.LevelChanged { Level = Level, Experience = Experience });
            Broadcast(new S.ObjectLeveled { ObjectID = ObjectID });

            SEnvir.RankingSort(Character);

            if (Character.Account.Characters.Max(x => x.Level) <= Level)
                BuffRemove(BuffType.Veteran);

            ApplyGuildBuff();
        }
change to
Code:
public void LevelUp()
{
    RefreshStats();

    SetHP(Stats[Stat.Health]);
    SetMP(Stats[Stat.Mana]);

    Enqueue(new S.LevelChanged { Level = Level, Experience = Experience });
    Broadcast(new S.ObjectLeveled { ObjectID = ObjectID });

    SEnvir.RankingSort(Character);
   
    if(Buffs.Any(x => x.Type == BuffType.Veteran))
        {} //check to see if they have vet buff
    else  //if not they are highest level so can get reward
        {
            int gg = 0;
            switch(Level)
            {
                case 33: gg = 50; break;
                case 44: gg = 120; break;
                case 51: gg = 175; break;
                case 60: gg = 230; break;
                case 65: gg = 300; break;
                case 75: gg = 400; break;
                default: gg = 0; break;
            }
            if(gg>0)
            {
                character.Account.GameGold += gg;
                Connection.ReceiveChat(string.Format($"Gained {gg} game gold for levelling up"), MessageType.System);
                Enqueue(new S.GameGoldChanged { GameGold = Character.Account.GameGold, ObserverPacket = false });
            }
        }
    if (Character.Account.Characters.Max(x => x.Level) <= Level)
            BuffRemove(BuffType.Veteran);
           
       
    ApplyGuildBuff();
}


I would opt for something like this personally.

Code:
        private readonly Dictionary<int, int> LevelUpRewards = new Dictionary<int, int>
        {
            {33, 50 },
            {44, 120 },
            {51, 175 },
            {60, 230 },
            {65, 300},
            {75, 400 }
        };

        public void LevelUp()
        {
            RefreshStats();

            SetHP(Stats[Stat.Health]);
            SetMP(Stats[Stat.Mana]);

            Enqueue(new S.LevelChanged { Level = Level, Experience = Experience });
            Broadcast(new S.ObjectLeveled { ObjectID = ObjectID });

            SEnvir.RankingSort(Character);

            if (!Buffs.Any(x => x.Type == BuffType.Veteran))
            {
                if (LevelUpRewards.ContainsKey(Level))
                {
                    character.Account.GameGold += LevelUpRewards[Level];

                    Connection.ReceiveChat($"Gained {LevelUpRewards[Level]} game gold for levelling up", MessageType.System);
                    Enqueue(new S.GameGoldChanged { GameGold = Character.Account.GameGold, ObserverPacket = false });
                }
            }

            if (Character.Account.Characters.Max(x => x.Level) <= Level)
                BuffRemove(BuffType.Veteran);

            ApplyGuildBuff();

        }


Shorter and much easier to add/change/expand at a later date.
 
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