Quote:
I hope this concept can be expanded to branch off in different directions like you might apply this type of idea to item property stats to evolve with increased usage and it could be used to either increase or decrease the stats they could even be interchangeably used together on a case by case basis. You might even do it with individual spawns and the difficulty on them, the experience yielded from killing them, the loot table % chances for their rare drops, cash drop amount, or whatever else you can think up kind of like Darwinism in a sense. |
I have, as of today, incorporated quite a large amount of weapons in to my pets as well as pet scaling based on Rebirth if you're above 0 Rebirth and Charisma if you're 0 Rebirth.
Pet Menu and Items that you may equip: http://prntscr.com/1ym9ke Rebirth 1 Magician Pet: http://prntscr.com/1ym9dg Rebirth 100 Magician Pet: http://prntscr.com/1ym9tc |
Here is an updated report system that tells who cleared the messages and tells you how many messages you have to view upon login if you're equal to or above 80 status.
http://pastebin.com/6n2eJGP9 |
I have worked on direct messages to clients from anywhere in the game, here are some pictures.
Sending: http://prntscr.com/255r35 Recieving: http://prntscr.com/255qog Here's the code, place it in global_player.pl: http://pastebin.com/YKUEEhD5 |
Here is a level-based teleporter that has an array in the hash, it that works as follows:
Code:
#Zone ID | Minimum Level | Maximum Level |
Here is plugin::Slot, it returns the slot name from the id, such as slot 9999 is Powersource so it works like this:
Code:
quest::say("Your " . plugin::Slot(9999) . " slot contains " . quest::varlink($client->GetItemIDAt(9999)) . "."); |
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