NightshadeTrainer.cs

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NightshadeTrainer.cs

Postby rdsandersjr » Mon May 31, 2010 7:11 pm

Was just going through the source code seeing what I could quickly find, it appears the change to celts to become nightshades was not 100% fixed in our source. Attached is the patch.

Code: Select all
Index: NightshadeTrainer.cs
===================================================================
--- NightshadeTrainer.cs   (revision 2401)
+++ NightshadeTrainer.cs   (working copy)
@@ -79,7 +79,7 @@
       /// <returns></returns>
       public static bool CanPromotePlayer(GamePlayer player)
       {
-         return (player.Level>=5 && player.CharacterClass.ID == (int) eCharacterClass.Stalker && (player.Race == (int) eRace.Elf || player.Race == (int) eRace.Lurikeen));
+            return (player.Level >= 5 && player.CharacterClass.ID == (int)eCharacterClass.Stalker && (player.Race == (int)eRace.Celt || player.Race == (int)eRace.Elf || player.Race == (int)eRace.Lurikeen));
       }
 
       /// <summary>
Attachments
NightshadeTrainer.patch
(697 Bytes) Downloaded 8 times
Thanks,
RDSandersJR
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Re: NightshadeTrainer.cs

Postby Tolakram » Mon May 31, 2010 7:13 pm

Well yes and no. They become nightshades at level 1, no training needed. This will work for older clients, I think, so maybe a good patch? I did not change all the trainers to support this, I expect players to have a client that supports advanced classes at level 1.
- Mark
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Re: NightshadeTrainer.cs

Postby rdsandersjr » Mon May 31, 2010 7:19 pm

If you would like I got no problems going thru and updating everything since its easy ? The problem I see if someone enables the server property for base classes this could be a problem couldn't it
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Re: NightshadeTrainer.cs

Postby Graveen » Mon May 31, 2010 7:30 pm

Accepted, soon in SVN, thank you !
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