Originally Posted by
Slayheim
How to edit SkillPointsPerLevel?
This is what's in my notes. Dunno if it works or not. I can't even remember writing this down, so who knows where I got it from.
Code:
SkillPointsGainedPerLevel:
ProgressionFromXML::parseLevelNode(XmlElement): Void
SET BASE SKILL PTs/LVL:
At the end (before the ret):
ldc.i4 : int32 : <points per lvl> (dec)
stsfld : field reference ---> System.Int32 Progression::SkillPointsPerLevel
OR FOR MULTIPLIER (untested):
At the end (before ret):
ldsfld : field reference ---> System.Int32 Progression::SkillPointsPerLevel
ldc.i4 : int32 : <multiplier> (dec)
mul
stsfld : field reference ---> System.Int32 Progression::SkillPointsPerLevel
SkillCost:
ProgressionClass::CalculatedCostForLevel(Int32): Int32
SET:
At the beginning:
ldc.i4.1 (for one pt per level) OR ldc.i4 : int32 : <cost per level> (dec)
ret
MULTIPLIER (untested):
At the end (before the ret):
ldc.r4 : single : <multiplier>
mul
ExperienceMultiplier:
Progression::AddLevelExp(Int32, String, Boolean): Void
After call to System.Single EffectManager::GetValue(PassiveEffects, ItemValue, Single, EntityAlive, Recipe, FastTags, Boolean, Boolean, Boolean, Boolean): Single (line 037 in A17.4-b4)
ldc.r4 : single : <multiplier>
mul
Originally Posted by
JoeLavender
Ah shoot. I was hoping this worked with Ravenhearst 5.5.1, but it makes the zombies invisible when you replace the dll. Any chance we could get an updated Ravenhearst assembly?
Perhaps. If you don't mind a completely untested assembly, I can toss the .dll through my automated patcher and see what comes out. I don't have and am too lazy to get Ravenhearst, so I can't test it or nothing, but if you don't care, let me know.
Originally Posted by
almostskater725
in the early versions of the assembly for alpha 17 we could use to toggle max damage a player does to blocks. How do i edit that in the assembly?
See my answer to your other post here: https://www.mpgh.net/forum/showthrea...1#post14537741.
Best,
Sqeegie