
Originally Posted by
Tehflames
Shatters.cs
namespace wServer.realm.worlds
{
public class Shatters : World
{
public Shatters()
{
Name = "Shatters";
Background = 0;
AllowTeleport = true;
base.FromWorldMap(typeof(RealmManager).Assembly.Ge tManifestResourceStream("wServer.realm.worlds.Shat ters.wmap"));
Player.cs
case 0x5050:
world = RealmManager.AddWorld(new Shatters()); break;
World.cs
public const int Shatters = -13;
RealmManager.cs
Worlds[World.Shatters] = new Shatters();
XML
<Object type="0x5050" id="Shatters Portal">
<Class>Portal</Class>
<IntergamePortal/>
<DungeonName>The Shatters</DungeonName>
<RemoteTexture>
<Instance>draw</Instance>
<Id>5347860293877760</Id>
</RemoteTexture>
</Object>
<DungeonName>The Shatters</DungeonName>
^ The dungeon name should be the same as the name of the class you made ( public class Shatters : World )
so change it to
<DungeonName>Shatters</DungeonName>
in World.cs above this line
protected World()
put in
public const int SHATTERS = -13;
in RealmManager.cs above this line
Monitor = new RealmPortalMonitor(this);
(or if your using a different source than fab, below one of these lines: AddWorld(World._______ID, new _______()); )
put in this:
Worlds[World.SHATTERS] = new Shatters();
You don't want your class name and the world.cs name to be the same, so one will be caps for this.
If you get an error with something about embeddedResource, make sure your .jm or .wmap file is inside of the solution and in it's correct location (for you it's wServer/realm/worlds/Shatters.wmap) and then in visual studio, click on the map file, goto the file properties, and in build action change it from None to Embedded Resource and rebuild the solution.
AFTER MAKING CHANGES TO THE GAME ALWAYS REBUILD THE SOLUTION
Hope it works for you!