4,683
edits
(→Dungeon Completions: Added way to removed undefined entries to dungeon completions) |
(→Ancient Relics Level Caps: Added random level cap increases) |
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== Ancient Relics Level Caps == | == Ancient Relics Level Caps == | ||
=== Increasing or Setting level caps === | |||
The <code>increaseLevelCap</code> and <code>setLevelCap</code> functions are used to modify the current level cap of a given skill in the {{AoD}} {{Icon|Ancient Relics}} [[gamemode]]. | The <code>increaseLevelCap</code> and <code>setLevelCap</code> functions are used to modify the current level cap of a given skill in the {{AoD}} {{Icon|Ancient Relics}} [[gamemode]]. | ||
<syntaxhighlight lang="js"> | <syntaxhighlight lang="js"> | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
=== Attributes === | ==== Attributes ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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|} | |} | ||
=== Examples === | ==== Examples ==== | ||
<syntaxhighlight lang="js"> | <syntaxhighlight lang="js"> | ||
game.slayer.increaseLevelCap(20); | game.slayer.increaseLevelCap(20); | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
The above code will set both the level caps and abyssal level caps of all skills to their maximum value. | The above code will set both the level caps and abyssal level caps of all skills to their maximum value. | ||
=== Awarding random level caps === | |||
The below script will award 5 random level cap increases without increasing combat level caps. The only value that must be changed is the <code>capType</code> at the beginning of the script. 0 is a pre-Bane level cap increase, 2 is a TotH level cap increase, and 4 is an ItA level cap increase. | |||
<syntaxhighlight lang="js"> | |||
let capType = 0; // 0 = pre-Bane, 2 = TotH, 4 = ItA | |||
let capIncrease = game.currentGamemode.levelCapIncreases[capType]; | |||
game.validateRandomLevelCapIncreases(); | |||
if (capIncrease.randomIncreases.length > 0 && capIncrease.randomCount > 0) { | |||
if (capIncrease.randomIncreasesLeft === 0) | |||
game.levelCapIncreasesBeingSelected.push(capIncrease); | |||
capIncrease.randomIncreasesLeft += capIncrease.randomCount; | |||
game.renderQueue.sidebarSkillUnlock = true; | |||
game.queueNextRandomLevelCapModal(); | |||
} | |||
</syntaxhighlight> | |||
If you wish to also increase combat level caps then the following can be used. | |||
<syntaxhighlight lang="js"> | |||
let capType = 0; // 0 = pre-Bane, 2 = TotH, 4 = ItA | |||
let capIncrease = game.currentGamemode.levelCapIncreases[capType]; | |||
game.increaseSkillLevelCaps(capIncrease, capIncrease.requirementSets.get(0)); | |||
</syntaxhighlight> | |||
{{Menu}} | {{Menu}} |