Mega-Thread - All Tutorials In One Thread
I'll be personally adding ALL tutorials to this thread within the next 24hrs, I'll also add a list of current releases if you'd like!
Firstly it's important to understand that for most of the things on this thread you're going to need the following tools:
Net Reflector: Download Here - or you can just find a "Free" version on google!
Reflexil: Download Here 100% free to download and use!
Now that you have those two you could also get Visual basic's to help you read the code but it's not NEEDED.
Repetitive tasks
When compiling you're going to need to select compiler version "Unity/Silverlight" or you'll get errors!

To save your assembly you'll need to right click on "Assemblycsharp.dll" in reflector, now down to reflexil, save as and save it.


Tutorials
Backup AssemblyCsharp.dll and then open it in reflector
Open tools and click reflexil (if not already open)
Find "CodeHatch.Thrones.Tax"

Find "TaxCollector"

Find "IsTaxed(Player)"

Right click in instructions on the right and click "Replace all with code"

Replace this selection

with this code
So now you have this

Open Method stubs and comment out the following area's with two / (//)

Now you should have this

Next open "Field stubs" and comment out

Like so

Compile, Save the Assembly and test in-game.
Backup AssemblyCsharp.dll and then open it in reflector
Open tools and click reflexil (if not already open)
Open "-"

Find "Resource Handler"

Find "AddPending(ResourceAmount)"

Right click in instructions on the right and click "Replace all with code"

SELECT ALL THE CODE

Replace all the code with the following code
Compile, Save the Assembly and test in-game.
Within this code the section here
You can change the receive resources amount for specific items, for example 10000 wood from one hit could be done like so
You could also set values for mutliple resource types like so
Here is a list of other resource types that you could edit
NOTE: Some of these have not been tested and may have bad effects on the server/client, use at own risk
More tutorials will be added tomorrow, PM me any guides you'd like me to add that you've written, add my skype for any help!
Firstly it's important to understand that for most of the things on this thread you're going to need the following tools:
Net Reflector: Download Here - or you can just find a "Free" version on google!
Reflexil: Download Here 100% free to download and use!
Now that you have those two you could also get Visual basic's to help you read the code but it's not NEEDED.
Repetitive tasks
Compiling
When compiling you're going to need to select compiler version "Unity/Silverlight" or you'll get errors!

Saving
To save your assembly you'll need to right click on "Assemblycsharp.dll" in reflector, now down to reflexil, save as and save it.


Tutorials
Unlimited stamina
Backup AssemblyCsharp.dll and then open it in reflector
Open tools and click reflexil (if not already open)
Find "CodeHatch.Thrones.Stamina"

Inside that find "StaminaManager"

Inside that find "Update()"

Right click in instructions on the right and click "Replace all with code"

Replace this selection

with this code
So now you have this

Open Field stubs and comment out StaminaTimer Timer; with two / (//) like so

Compile, Save the Assembly and test in-game.
Open tools and click reflexil (if not already open)
Find "CodeHatch.Thrones.Stamina"

Inside that find "StaminaManager"

Inside that find "Update()"

Right click in instructions on the right and click "Replace all with code"

Replace this selection

with this code
Code:
public void Update()
{
this._stamina += this.StaminaRecovery;
}

Open Field stubs and comment out StaminaTimer Timer; with two / (//) like so

Compile, Save the Assembly and test in-game.
No Taxes
Backup AssemblyCsharp.dll and then open it in reflector
Open tools and click reflexil (if not already open)
Find "CodeHatch.Thrones.Tax"

Find "TaxCollector"

Find "IsTaxed(Player)"

Right click in instructions on the right and click "Replace all with code"

Replace this selection

with this code
Code:
static bool IsTaxed(CodeHatch.Engine.Networking.Player player)
{
return false;
}

Open Method stubs and comment out the following area's with two / (//)

Now you should have this

Next open "Field stubs" and comment out

Like so

Compile, Save the Assembly and test in-game.
Rapid Resources
Backup AssemblyCsharp.dll and then open it in reflector
Open tools and click reflexil (if not already open)
Open "-"

Find "Resource Handler"

Find "AddPending(ResourceAmount)"

Right click in instructions on the right and click "Replace all with code"

SELECT ALL THE CODE

Replace all the code with the following code
CODE
Code:
#region " Imports "
using System;
using System.Collections.Generic;
using System.Text;
using CodeHatch;
using CodeHatch.Engine.Core.Cache;
using CodeHatch.Inventory.Blueprints;
using CodeHatch.Networking.Events;
using CodeHatch.Networking.Events.Item;
using System.Linq;
using System.Runtime.CompilerServices;
using UnityEngine;
#endregion
#region " Referenced assemblies "
// - UnityEngine v0.0.0.0
// - mscorlib v2.0.0.0
// - uLink v0.0.0.0
// - System.Core v3.5.0.0
// - System v2.0.0.0
// - Newtonsoft.Json v4.5.0.0
// - SteamworksManaged v1.0.0.0
// - ICSharpCode.SharpZipLib v0.86.0.518
// - JsonFx.Json v1.4.1003.3008
// - Ionic.Zip.Reduced v1.9.1.9000
// - protobuf-net v2.0.0.668
// - POpusCodec v1.0.0.0
// - NSpeex v1.1.3.0
// - KGFUtils.Settings v1.0.4512.18287
// - SmartAssembly.Attributes v6.0.0.0
// - mscorlib v2.0.5.0
// - Assembly-CSharp v0.0.0.0
// - Assembly-CSharp v0.0.0.0
#endregion
class ResourceHandler
{
// Limited support!
// You can only reference methods or fields defined in the class (not in ancestors classes)
// Fields and methods stubs are needed for compilation purposes only.
// Reflexil will automaticaly map current type, fields or methods to original references.
public void AddPending(ResourceAmount resource)
{
if (resource.Amount != 0f)
{
if (this.BeforeResourceAdded != null)
{
this.BeforeResourceAdded(resource);
}
if (this._pendingResourceChanges.ContainsKey(resource.resourceType))
{
Dictionary<ResourceType, float> dictionary = null;
ResourceType resourceType = resource.resourceType;
float num = dictionary[resourceType];
(dictionary = this._pendingResourceChanges)[resourceType = resource.resourceType] = num + (resource.Amount);
}
else if (resource.resourceType == ResourceType.Stone)
{
this._pendingResourceChanges.Add(resource.resourceType, 10000f);
}
else
{
this._pendingResourceChanges.Add(resource.resourceType, 1000f);
}
}
}
#region " Fields stubs "
// Do not add or update any field. If compilation fails because of a field declaration, comment it
System.Action<ResourceAmount> BeforeResourceAdded;
float UpdateRate;
float updateTimer;
System.Collections.Generic.Dictionary<CodeHatch.ResourceType, float> _pendingResourceChanges;
#endregion
}
Compile, Save the Assembly and test in-game.
Added Notes
Within this code the section here
Code:
else if (resource.resourceType == ResourceType.Stone)
{
this._pendingResourceChanges.Add(resource.resourceType, 10000f);
}
else
{
this._pendingResourceChanges.Add(resource.resourceType, 1000f);
Code:
else if (resource.resourceType == ResourceType.Wood)
{
this._pendingResourceChanges.Add(resource.resourceType, 10000f);
}
else
{
this._pendingResourceChanges.Add(resource.resourceType, 1000f);
Code:
else if (resource.resourceType == ResourceType.Stone)
{
this._pendingResourceChanges.Add(resource.resourceType, 10000f);
}
else if (resource.resourceType == ResourceType.Stick)
{
this._pendingResourceChanges.Add(resource.resourceType, 5000f);
}
else
{
this._pendingResourceChanges.Add(resource.resourceType, 1000f);
Code:
Wood,
Stone,
Metal,
Granite,
Marble,
Oil,
Plastic,
Glass,
Aluminum,
Titanium,
Sand,
Dirt,
IronOre,
OilShale,
Clay,
Gravel,
SandStone,
TitaniumOre,
ObsidianOre,
Sulphur,
VoltronicOre,
SaltexOre,
GarrisonOre,
CrystalisOre,
DarkMatterShale,
IronIngot,
SteelIngot,
TitaniumIngot,
GrapheneIngot,
MonolithiumIngot,
SaltexPowder,
ObsidianPowder,
DarkPowder,
Steel,
Graphene,
Monolithium,
DarkSulphur,
Antimatter,
Water,
Fiber,
RawMeat,
Grass,
Grain,
Charcoal,
Wool,
Fat,
Bone,
Heart,
Blood,
BearHide,
LeatherHide,
RawBird,
Flowers,
Roses,
Stick,
Bread,
CookedMeat,
CookedBird,
Apple,
Berry,
Cabbage,
Carrot,
PlayerHead,
BrownBeans,
BatWing,
DeerSkin,
DuckFeet,
Fang,
Feather,
Flax,
Fuse,
Liver,
RabbitPelt,
Diamond,
GodTears,
WolfPelt,
StoneBlock,
BakedClay,
FireWater,
BurntMeat,
BurntBird,
Count
}
}
namespace CodeHatch
{
using System;
public enum ResourceType
{
Wood,
Stone,
Metal,
Granite,
Marble,
Oil,
Plastic,
Glass,
Aluminum,
Titanium,
Sand,
Dirt,
IronOre,
OilShale,
Clay,
Gravel,
SandStone,
TitaniumOre,
ObsidianOre,
Sulphur,
VoltronicOre,
SaltexOre,
GarrisonOre,
CrystalisOre,
DarkMatterShale,
IronIngot,
SteelIngot,
TitaniumIngot,
GrapheneIngot,
MonolithiumIngot,
SaltexPowder,
ObsidianPowder,
DarkPowder,
Steel,
Graphene,
Monolithium,
DarkSulphur,
Antimatter,
Water,
Fiber,
RawMeat,
Grass,
Grain,
Charcoal,
Wool,
Fat,
Bone,
Heart,
Blood,
BearHide,
LeatherHide,
RawBird,
Flowers,
Roses,
Stick,
Bread,
CookedMeat,
CookedBird,
Apple,
Berry,
Cabbage,
Carrot,
PlayerHead,
BrownBeans,
BatWing,
DeerSkin,
DuckFeet,
Fang,
Feather,
Flax,
Fuse,
Liver,
RabbitPelt,
Diamond,
GodTears,
WolfPelt,
StoneBlock,
BakedClay,
FireWater,
BurntMeat,
BurntBird,
More tutorials will be added tomorrow, PM me any guides you'd like me to add that you've written, add my skype for any help!

