Also mind that the code for money award changed. Default implementation looks now this way:
- Code: Select all
public static void PayRewardDefault(Player p, int rewardDifference)
{
if (p.IsAboveSeaLevel)
{
if (p.IronChallenge != IronChallengeType.None)
{
p.money += Settings.LavaSettings.All.RewardAboveSeaLevel * 2;
Player.SendMessage(p, string.Format(Lang.LavaSystem.RewardMessageAboveSea, Settings.LavaSettings.All.RewardAboveSeaLevel * 2, Server.moneys));
}
else
{
p.money += Settings.LavaSettings.All.RewardAboveSeaLevel;
Player.SendMessage(p, string.Format(Lang.LavaSystem.RewardMessageAboveSea, Settings.LavaSettings.All.RewardAboveSeaLevel, Server.moneys));
}
}
else
{
if (p.IronChallenge != IronChallengeType.None)
{
p.money += Settings.LavaSettings.All.RewardBelowSeaLevel * 2;
Player.SendMessage(p, string.Format(Lang.LavaSystem.RewardMessageBelowSea, Settings.LavaSettings.All.RewardBelowSeaLevel * 2, Server.moneys, (rewardDifference < 1 ? "" : string.Format(Lang.LavaSystem.RewardMessageBelowSea2, rewardDifference))));
}
else
{
p.money += Settings.LavaSettings.All.RewardBelowSeaLevel;
Player.SendMessage(p, string.Format(Lang.LavaSystem.RewardMessageBelowSea, Settings.LavaSettings.All.RewardBelowSeaLevel, Server.moneys, (rewardDifference < 1 ? "" : string.Format(Lang.LavaSystem.RewardMessageBelowSea2, rewardDifference))));
}
}
}