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Crystal levels


Amauros
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Ok well I've noticed that there are levels for the monsters, crystal, ore, and ore studs. They're all set to 1. The small and large cats are also set to lvl 1 and have a comment saying that they set it that way because they could never reach the upgrade station.

So afaik, you can't exactly give several levels to each ore/crystal/monster because you can't upgrade them.... but what if you gave them levels and then made the maps set to already have them at various levels? Then maybe we could have green, red, blue, orange, gold, etc, crystals with different powerlevels.

I'm not testing this yet because I need to check other variables to see what all else would need to be done for this to work, but I'm posting this hear to get some veterans' advice. ;)

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Edit: The crystal's level would be set via nrn script:

TRUE ? SetPowerCrystalLevel 1

However, I think that would set EVERY energy crystal as specified (but only those that have been placed as objects in the ol file

Edited by Amauros
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Adding upgrade levels to the catamarans is easy since vehicles already have the coding for it. The problem is that there isn't a lot of stuff that we can edit in the crystal. Sure, you can change the costs, the drain values, etc., but you can't change the fact that an energy crystal is worth one energy crystal and, as far as I know, you can't add more types of energy crystals because an energy crystal is an energy crystal is an energy crystal. There's just too much hard code that we can't touch.

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