本文整理汇总了C#中GameNPC.AddQuestToGive方法的典型用法代码示例。如果您正苦于以下问题:C# GameNPC.AddQuestToGive方法的具体用法?C# GameNPC.AddQuestToGive怎么用?C# GameNPC.AddQuestToGive使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GameNPC
的用法示例。
在下文中一共展示了GameNPC.AddQuestToGive方法的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: ScriptLoaded
//.........这里部分代码省略.........
recruitsJewelCloth.Item_Type = (int) eEquipmentItems.JEWEL;
recruitsJewelCloth.Id_nb = "recruits_cloudy_jewel_cloth";
recruitsJewelCloth.Price = Money.GetMoney(0,0,0,9,0);
recruitsJewelCloth.IsPickable = true;
recruitsJewelCloth.IsDropable = true;
recruitsJewelCloth.Bonus = 5; // default bonus
recruitsJewelCloth.Bonus1 = 4;
recruitsJewelCloth.Bonus1Type = (int) eStat.INT;
recruitsJewelCloth.Bonus2 = 3;
recruitsJewelCloth.Bonus2Type = (int) eStat.CON;
recruitsJewelCloth.Bonus3 = 1;
recruitsJewelCloth.Bonus3Type = (int) eResist.Body;
recruitsJewelCloth.Quality = 100;
recruitsJewelCloth.Condition = 1000;
recruitsJewelCloth.MaxCondition = 1000;
recruitsJewelCloth.Durability = 1000;
recruitsJewelCloth.MaxDurability = 1000;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
GameServer.Database.AddObject(recruitsJewelCloth);
}
recruitsBracer = GameServer.Database.FindObjectByKey<ItemTemplate>("recruits_golden_bracer");
if (recruitsBracer == null)
{
recruitsBracer = new ItemTemplate();
recruitsBracer.Name = "Recruit's Golden Bracer";
if (log.IsWarnEnabled)
log.Warn("Could not find " + recruitsBracer.Name + ", creating it ...");
recruitsBracer.Level = 7;
recruitsBracer.Weight = 2;
recruitsBracer.Model = 121;
recruitsBracer.Object_Type = (int) eObjectType.Magical;
recruitsBracer.Item_Type = (int) eEquipmentItems.R_BRACER;
recruitsBracer.Id_nb = "recruits_golden_bracer";
recruitsBracer.Price = Money.GetMoney(0,0,0,9,0);
recruitsBracer.IsPickable = true;
recruitsBracer.IsDropable = true;
recruitsBracer.Bonus = 5; // default bonus
recruitsBracer.Bonus1 = 4;
recruitsBracer.Bonus1Type = (int) eStat.STR;
recruitsBracer.Bonus2 = 3;
recruitsBracer.Bonus2Type = (int) eStat.CON;
recruitsBracer.Bonus3 = 1;
recruitsBracer.Bonus3Type = (int) eResist.Body;
recruitsBracer.Quality = 100;
recruitsBracer.Condition = 1000;
recruitsBracer.MaxCondition = 1000;
recruitsBracer.Durability = 1000;
recruitsBracer.MaxDurability = 1000;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
GameServer.Database.AddObject(recruitsBracer);
}
#endregion
/* Now we add some hooks to the npc we found.
* Actually, we want to know when a player interacts with him.
* So, we hook the right-click (interact) and the whisper method
* of npc and set the callback method to the "TalkToXXX"
* method. This means, the "TalkToXXX" method is called whenever
* a player right clicks on him or when he whispers to him.
*/
GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest));
GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest));
//We want to be notified whenever a player enters the world
GameEventMgr.AddHandler(GamePlayerEvent.GameEntered, new DOLEventHandler(PlayerEnterWorld));
GameEventMgr.AddHandler(masterFrederick, GameLivingEvent.Interact, new DOLEventHandler(TalkToMasterFrederick));
GameEventMgr.AddHandler(masterFrederick, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToMasterFrederick));
GameEventMgr.AddHandler(queenTatiana, GameNPCEvent.OnAICallback, new DOLEventHandler(CheckNearQueenTatiana));
/* Now we bring to masterFrederick the possibility to give this quest to players */
masterFrederick.AddQuestToGive(typeof (Culmination));
if (log.IsInfoEnabled)
log.Info("Quest \"" + questTitle + "\" initialized");
}
示例2: ScriptLoaded
//.........这里部分代码省略.........
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
if (SAVE_INTO_DATABASE)
GameServer.Database.AddObject(sackOfSupplies);
}
crateOfVegetables = GameServer.Database.FindObjectByKey<ItemTemplate>("crate_of_vegetables");
if (crateOfVegetables == null)
{
crateOfVegetables = new ItemTemplate();
crateOfVegetables.Name = "Crate of Vegetables";
if (log.IsWarnEnabled)
log.Warn("Could not find " + crateOfVegetables.Name + " , creating it ...");
crateOfVegetables.Weight = 15;
crateOfVegetables.Model = 602;
crateOfVegetables.Object_Type = (int) eObjectType.GenericItem;
crateOfVegetables.Id_nb = "crate_of_vegetables";
crateOfVegetables.IsPickable = true;
crateOfVegetables.IsDropable = false;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
if (SAVE_INTO_DATABASE)
GameServer.Database.AddObject(crateOfVegetables);
}
// item db check
recruitsCloak = GameServer.Database.FindObjectByKey<ItemTemplate>("recruits_cloak_hib");
if (recruitsCloak == null)
{
if (log.IsWarnEnabled)
log.Warn("Could not find Recruit's Cloak, creating it ...");
recruitsCloak = new ItemTemplate();
recruitsCloak.Name = "Recruit's Cloak (Hib)";
recruitsCloak.Level = 3;
recruitsCloak.Weight = 3;
recruitsCloak.Model = 57;
recruitsCloak.Object_Type = (int) eObjectType.Cloth;
recruitsCloak.Item_Type = (int) eEquipmentItems.CLOAK;
recruitsCloak.Id_nb = "recruits_cloak_hib";
recruitsCloak.Price = Money.GetMoney(0,0,0,1,0);
recruitsCloak.IsPickable = true;
recruitsCloak.IsDropable = true;
recruitsCloak.Color = 69;
recruitsCloak.Bonus = 1; // default bonus
recruitsCloak.Bonus1 = 1;
recruitsCloak.Bonus1Type = (int) eStat.CON;
recruitsCloak.Bonus2 = 1;
recruitsCloak.Bonus2Type = (int) eResist.Slash;
recruitsCloak.Quality = 100;
recruitsCloak.Condition = 1000;
recruitsCloak.MaxCondition = 1000;
recruitsCloak.Durability = 1000;
recruitsCloak.MaxDurability = 1000;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
if (SAVE_INTO_DATABASE)
GameServer.Database.AddObject(recruitsCloak);
}
#endregion
/* Now we add some hooks to the npc we found.
* Actually, we want to know when a player interacts with him.
* So, we hook the right-click (interact) and the whisper method
* of npc and set the callback method to the "TalkToXXX"
* method. This means, the "TalkToXXX" method is called whenever
* a player right clicks on him or when he whispers to him.
*/
GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest));
GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest));
//We want to be notified whenever a player enters the world
GameEventMgr.AddHandler(addrir, GameLivingEvent.Interact, new DOLEventHandler(TalkToAddrir));
GameEventMgr.AddHandler(addrir, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToAddrir));
GameEventMgr.AddHandler(freagus, GameLivingEvent.Interact, new DOLEventHandler(TalkToFreagus));
GameEventMgr.AddHandler(freagus, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToFreagus));
GameEventMgr.AddHandler(aethic, GameLivingEvent.Interact, new DOLEventHandler(TalkToAethic));
GameEventMgr.AddHandler(aethic, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToAethic));
/* Now we bring to addrir the possibility to give this quest to players */
addrir.AddQuestToGive(typeof (ImportantDelivery));
if (log.IsInfoEnabled)
log.Info("Quest \"" + questTitle + "\" initialized");
}
示例3: ScriptLoaded
//.........这里部分代码省略.........
recruitsArms.SPD_ABS = 19; // Absorption
recruitsArms.Object_Type = (int) eObjectType.Studded;
recruitsArms.Item_Type = (int) eEquipmentItems.ARMS;
recruitsArms.Id_nb = "recruits_studded_arms";
recruitsArms.Price = Money.GetMoney(0,0,0,4,0);
recruitsArms.IsPickable = true;
recruitsArms.IsDropable = true;
recruitsArms.Color = 9; // red leather
recruitsArms.Bonus = 5; // default bonus
recruitsArms.Bonus1 = 4;
recruitsArms.Bonus1Type = (int) eStat.QUI;
recruitsArms.Bonus2 = 1;
recruitsArms.Bonus2Type = (int) eResist.Body;
recruitsArms.Quality = 100;
recruitsArms.Condition = 1000;
recruitsArms.MaxCondition = 1000;
recruitsArms.Durability = 1000;
recruitsArms.MaxDurability = 1000;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
GameServer.Database.AddObject(recruitsArms);
}
recruitsSleeves = GameServer.Database.FindObjectByKey<ItemTemplate>("recruits_quilted_sleeves");
if (recruitsSleeves == null)
{
recruitsSleeves = new ItemTemplate();
recruitsSleeves.Name = "Recruit's Quilted Sleeves";
if (log.IsWarnEnabled)
log.Warn("Could not find " + recruitsSleeves.Name + ", creating it ...");
recruitsSleeves.Level = 7;
recruitsSleeves.Weight = 12;
recruitsSleeves.Model = 153;
recruitsSleeves.DPS_AF = 6; // Armour
recruitsSleeves.SPD_ABS = 0; // Absorption
recruitsSleeves.Object_Type = (int) eObjectType.Cloth;
recruitsSleeves.Item_Type = (int) eEquipmentItems.ARMS;
recruitsSleeves.Id_nb = "recruits_quilted_sleeves";
recruitsSleeves.Price = Money.GetMoney(0,0,0,4,0);
recruitsSleeves.IsPickable = true;
recruitsSleeves.IsDropable = true;
recruitsSleeves.Color = 27; // red cloth
recruitsSleeves.Bonus = 5; // default bonus
recruitsSleeves.Bonus1 = 4;
recruitsSleeves.Bonus1Type = (int) eStat.DEX;
recruitsSleeves.Bonus2 = 1;
recruitsSleeves.Bonus2Type = (int) eResist.Body;
recruitsSleeves.Quality = 100;
recruitsSleeves.Condition = 1000;
recruitsSleeves.MaxCondition = 1000;
recruitsSleeves.Durability = 1000;
recruitsSleeves.MaxDurability = 1000;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
GameServer.Database.AddObject(recruitsSleeves);
}
#endregion
/* Now we add some hooks to the npc we found.
* Actually, we want to know when a player interacts with him.
* So, we hook the right-click (interact) and the whisper method
* of npc and set the callback method to the "TalkToXXX"
* method. This means, the "TalkToXXX" method is called whenever
* a player right clicks on him or when he whispers to him.
*/
GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest));
GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest));
//We want to be notified whenever a player enters the world
GameEventMgr.AddHandler(GamePlayerEvent.GameEntered, new DOLEventHandler(PlayerEnterWorld));
GameEventMgr.AddHandler(masterFrederick, GameLivingEvent.Interact, new DOLEventHandler(TalkToMasterFrederick));
GameEventMgr.AddHandler(masterFrederick, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToMasterFrederick));
/* Now we bring to masterFrederick the possibility to give this quest to players */
masterFrederick.AddQuestToGive(typeof (Collection));
if (log.IsInfoEnabled)
log.Info("Quest \"" + questTitle + "\" initialized");
}
示例4: ScriptLoaded
//.........这里部分代码省略.........
//line if you rather not modify your database
GameServer.Database.AddObject(sackOfSupplies);
}
crateOfVegetables = GameServer.Database.FindObjectByKey<ItemTemplate>("crate_of_vegetables");
if (crateOfVegetables == null)
{
crateOfVegetables = new ItemTemplate();
crateOfVegetables.Name = "Crate of Vegetables";
if (log.IsWarnEnabled)
log.Warn("Could not find " + crateOfVegetables.Name + " , creating it ...");
crateOfVegetables.Weight = 15;
crateOfVegetables.Model = 602;
crateOfVegetables.Object_Type = (int) eObjectType.GenericItem;
crateOfVegetables.Id_nb = "crate_of_vegetables";
crateOfVegetables.IsPickable = true;
crateOfVegetables.IsDropable = false;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
GameServer.Database.AddObject(crateOfVegetables);
}
// item db check
recruitsCloak = GameServer.Database.FindObjectByKey<ItemTemplate>("recruits_cloak");
if (recruitsCloak == null)
{
recruitsCloak = new ItemTemplate();
recruitsCloak.Name = "Recruit's Cloak";
if (log.IsWarnEnabled)
log.Warn("Could not find " + recruitsCloak.Name + ", creating it ...");
recruitsCloak.Level = 3;
recruitsCloak.Weight = 3;
recruitsCloak.Model = 57; // studded Boots
recruitsCloak.Object_Type = (int) eObjectType.Cloth;
recruitsCloak.Item_Type = (int) eEquipmentItems.CLOAK;
recruitsCloak.Id_nb = "recruits_cloak";
recruitsCloak.Price = Money.GetMoney(0,0,0,1,0);
recruitsCloak.IsPickable = true;
recruitsCloak.IsDropable = true;
recruitsCloak.Color = 36;
recruitsCloak.Bonus = 1; // default bonus
recruitsCloak.Bonus1 = 1;
recruitsCloak.Bonus1Type = (int) eStat.CON;
recruitsCloak.Bonus2 = 1;
recruitsCloak.Bonus2Type = (int) eResist.Slash;
recruitsCloak.Quality = 100;
recruitsCloak.Condition = 1000;
recruitsCloak.MaxCondition = 1000;
recruitsCloak.Durability = 1000;
recruitsCloak.MaxDurability = 1000;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
GameServer.Database.AddObject(recruitsCloak);
}
#endregion
/* Now we add some hooks to the npc we found.
* Actually, we want to know when a player interacts with him.
* So, we hook the right-click (interact) and the whisper method
* of npc and set the callback method to the "TalkToXXX"
* method. This means, the "TalkToXXX" method is called whenever
* a player right clicks on him or when he whispers to him.
*/
GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest));
GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest));
//We want to be notified whenever a player enters the world
GameEventMgr.AddHandler(masterFrederick, GameLivingEvent.Interact, new DOLEventHandler(TalkToMasterFrederick));
GameEventMgr.AddHandler(masterFrederick, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToMasterFrederick));
GameEventMgr.AddHandler(bombard, GameLivingEvent.Interact, new DOLEventHandler(TalkToBombard));
GameEventMgr.AddHandler(bombard, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToBombard));
GameEventMgr.AddHandler(dunan, GameLivingEvent.Interact, new DOLEventHandler(TalkToDunan));
GameEventMgr.AddHandler(dunan, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToDunan));
/* Now we bring to masterFrederick the possibility to give this quest to players */
masterFrederick.AddQuestToGive(typeof (ImportantDelivery));
if (log.IsInfoEnabled)
log.Info("Quest \"" + questTitle + "\" initialized");
}
示例5: ScriptLoaded
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args)
{
if (!ServerProperties.Properties.LOAD_QUESTS)
return;
if (log.IsInfoEnabled)
log.Info("Quest \"" + questTitle + "\" initializing ...");
GameNPC[] npcs = WorldMgr.GetNPCsByName("Sir Dorian", eRealm.Albion);
if (npcs == null || npcs.Length == 0)
return;
sirDorian = npcs[0];
GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest));
GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest));
GameEventMgr.AddHandler(sirDorian, GameLivingEvent.Interact, new DOLEventHandler(TalkToSirDorian));
GameEventMgr.AddHandler(sirDorian, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToSirDorian));
sirDorian.AddQuestToGive(typeof(NoHopeForTheHopeful));
if (log.IsInfoEnabled)
log.Info("Quest \"" + questTitle + "\" initialized");
}
示例6: ScriptLoaded
//.........这里部分代码省略.........
recruitsBoots.Bonus = 5; // default bonus
recruitsBoots.Bonus1 = 1;
recruitsBoots.Bonus1Type = (int) eStat.STR;
recruitsBoots.Bonus2 = 3;
recruitsBoots.Bonus2Type = (int) eStat.CON;
recruitsBoots.Bonus3 = 1;
recruitsBoots.Bonus3Type = (int) eResist.Spirit;
recruitsBoots.Quality = 100;
recruitsBoots.Condition = 1000;
recruitsBoots.MaxCondition = 1000;
recruitsBoots.Durability = 1000;
recruitsBoots.MaxDurability = 1000;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
GameServer.Database.AddObject(recruitsBoots);
}
// item db check
recruitsQuiltedBoots = GameServer.Database.FindObjectByKey<ItemTemplate>("recruits_quilted_boots");
if (recruitsQuiltedBoots == null)
{
recruitsQuiltedBoots = new ItemTemplate();
recruitsQuiltedBoots.Name = "Recruit's Quilted Boots";
if (log.IsWarnEnabled)
log.Warn("Could not find " + recruitsQuiltedBoots.Name + ", creating it ...");
recruitsQuiltedBoots.Level = 7;
recruitsQuiltedBoots.Weight = 8;
recruitsQuiltedBoots.Model = 155; // studded Boots
recruitsQuiltedBoots.DPS_AF = 6; // Armour
recruitsQuiltedBoots.SPD_ABS = 0; // Absorption
recruitsQuiltedBoots.Object_Type = (int) eObjectType.Cloth;
recruitsQuiltedBoots.Item_Type = (int) eEquipmentItems.FEET;
recruitsQuiltedBoots.Id_nb = "recruits_quilted_boots";
recruitsQuiltedBoots.Price = Money.GetMoney(0,0,0,10,0);
recruitsQuiltedBoots.IsPickable = true;
recruitsQuiltedBoots.IsDropable = true;
recruitsQuiltedBoots.Color = 27; // red leather
recruitsQuiltedBoots.Bonus = 5; // default bonus
recruitsQuiltedBoots.Bonus1 = 3;
recruitsQuiltedBoots.Bonus1Type = (int) eStat.CON;
recruitsQuiltedBoots.Bonus2 = 1;
recruitsQuiltedBoots.Bonus2Type = (int) eStat.STR;
recruitsQuiltedBoots.Bonus3 = 1;
recruitsQuiltedBoots.Bonus3Type = (int) eResist.Spirit;
recruitsQuiltedBoots.Quality = 100;
recruitsQuiltedBoots.Condition = 1000;
recruitsQuiltedBoots.MaxCondition = 1000;
recruitsQuiltedBoots.Durability = 1000;
recruitsQuiltedBoots.MaxDurability = 1000;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
GameServer.Database.AddObject(recruitsQuiltedBoots);
}
#endregion
/* Now we add some hooks to the npc we found.
* Actually, we want to know when a player interacts with him.
* So, we hook the right-click (interact) and the whisper method
* of npc and set the callback method to the "TalkToXXX"
* method. This means, the "TalkToXXX" method is called whenever
* a player right clicks on him or when he whispers to him.
*/
GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest));
GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest));
//We want to be notified whenever a player enters the world
GameEventMgr.AddHandler(GamePlayerEvent.GameEntered, new DOLEventHandler(PlayerEnterWorld));
GameEventMgr.AddHandler(masterFrederick, GameLivingEvent.Interact, new DOLEventHandler(TalkToMasterFrederick));
GameEventMgr.AddHandler(masterFrederick, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToMasterFrederick));
GameEventMgr.AddHandler(ladyFelin, GameLivingEvent.Interact, new DOLEventHandler(TalkToLadyFelin));
GameEventMgr.AddHandler(ladyFelin, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToLadyFelin));
/* Now we bring to masterFrederick the possibility to give this quest to players */
masterFrederick.AddQuestToGive(typeof (TraitorInCotswold));
if (log.IsInfoEnabled)
log.Info("Quest \"" + questTitle + "\" initialized");
}
示例7: ScriptLoaded
//.........这里部分代码省略.........
recruitsVest.Id_nb = "recruits_studded_vest_mid";
recruitsVest.Price = Money.GetMoney(0, 0, 0, 9, 0);
recruitsVest.IsPickable = true;
recruitsVest.IsDropable = true;
recruitsVest.CanDropAsLoot = false;
recruitsVest.Color = 14; // blue leather
recruitsVest.Bonus = 5; // default bonus
recruitsVest.Bonus1 = 3;
recruitsVest.Bonus1Type = (int)eStat.STR;
recruitsVest.Bonus2 = 4;
recruitsVest.Bonus2Type = (int)eStat.CON;
recruitsVest.Bonus3 = 1;
recruitsVest.Bonus3Type = (int)eResist.Body;
recruitsVest.Quality = 100;
recruitsVest.Condition = 1000;
recruitsVest.MaxCondition = 1000;
recruitsVest.Durability = 1000;
recruitsVest.MaxDurability = 1000;
GameServer.Database.AddObject(recruitsVest);
}
// item db check
recruitsQuiltedVest = GameServer.Database.FindObjectByKey<ItemTemplate>("recruits_quilted_vest");
if (recruitsQuiltedVest == null)
{
recruitsQuiltedVest = new ItemTemplate();
recruitsQuiltedVest.Name = "Recruit's Quilted Vest";
if (log.IsWarnEnabled)
log.Warn("Could not find " + recruitsQuiltedVest.Name + ", creating it ...");
recruitsQuiltedVest.Level = 8;
recruitsQuiltedVest.Weight = 20;
recruitsQuiltedVest.Model = 151; // studded vest
recruitsQuiltedVest.DPS_AF = 6; // Armour
recruitsQuiltedVest.SPD_ABS = 0; // Absorption
recruitsQuiltedVest.Object_Type = (int)eObjectType.Cloth;
recruitsQuiltedVest.Item_Type = (int)eEquipmentItems.TORSO;
recruitsQuiltedVest.Id_nb = "recruits_quilted_vest";
recruitsQuiltedVest.Price = Money.GetMoney(0, 0, 0, 9, 0);
recruitsQuiltedVest.IsPickable = true;
recruitsQuiltedVest.IsDropable = true;
recruitsQuiltedVest.Color = 36;
recruitsQuiltedVest.Bonus = 5; // default bonus
recruitsQuiltedVest.Bonus1 = 4;
recruitsQuiltedVest.Bonus1Type = (int)eStat.INT;
recruitsQuiltedVest.Bonus2 = 3;
recruitsQuiltedVest.Bonus2Type = (int)eStat.DEX;
recruitsQuiltedVest.Quality = 100;
recruitsQuiltedVest.Condition = 1000;
recruitsQuiltedVest.MaxCondition = 1000;
recruitsQuiltedVest.Durability = 1000;
recruitsQuiltedVest.MaxDurability = 1000;
GameServer.Database.AddObject(recruitsQuiltedVest);
}
#endregion defineItems
/* Now we add some hooks to the npc we found.
* Actually, we want to know when a player interacts with him.
* So, we hook the right-click (interact) and the whisper method
* of npc and set the callback method to the "TalkToXXX"
* method. This means, the "TalkToXXX" method is called whenever
* a player right clicks on him or when he whispers to him.
*/
//We want to be notified whenever a player enters the world
GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest));
GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest));
GameEventMgr.AddHandler(GamePlayerEvent.GameEntered, new DOLEventHandler(PlayerEnterWorld));
GameEventMgr.AddHandler(dalikor, GameLivingEvent.Interact, new DOLEventHandler(TalkToDalikor));
GameEventMgr.AddHandler(dalikor, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToDalikor));
GameEventMgr.AddHandler(njiedi, GameLivingEvent.Interact, new DOLEventHandler(TalkToNjiedi));
GameEventMgr.AddHandler(njiedi, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToNjiedi));
GameEventMgr.AddHandler(hyndla, GameLivingEvent.Interact, new DOLEventHandler(TalkToHyndla));
GameEventMgr.AddHandler(hyndla, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToHyndla));
GameEventMgr.AddHandler(askefruerTrainer, GameNPCEvent.OnAICallback, new DOLEventHandler(CheckNearAskefruerTrainer));
/* Now we bring to dalikor the possibility to give this quest to players */
dalikor.AddQuestToGive(typeof(StolenEggs));
if (log.IsInfoEnabled)
log.Info("Quest \"" + questTitle + "\" initialized");
}
示例8: ScriptLoaded
//.........这里部分代码省略.........
recruitsVest.Bonus = 5; // default bonus
recruitsVest.Bonus1 = 4;
recruitsVest.Bonus1Type = (int)eStat.STR;
recruitsVest.Bonus2 = 3;
recruitsVest.Bonus2Type = (int)eStat.CON;
recruitsVest.Quality = 100;
recruitsVest.Condition = 1000;
recruitsVest.MaxCondition = 1000;
recruitsVest.Durability = 1000;
recruitsVest.MaxDurability = 1000;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
GameServer.Database.AddObject(recruitsVest);
}
// item db check
recruitsQuiltedVest = GameServer.Database.FindObjectByKey<ItemTemplate>("recruits_quilted_vest");
if (recruitsQuiltedVest == null)
{
recruitsQuiltedVest = new ItemTemplate();
recruitsQuiltedVest.Name = "Recruit's Quilted Vest";
if (log.IsWarnEnabled)
log.Warn("Could not find " + recruitsQuiltedVest.Name + ", creating it ...");
recruitsQuiltedVest.Level = 8;
recruitsQuiltedVest.Weight = 20;
recruitsQuiltedVest.Model = 151; // studded vest
recruitsQuiltedVest.DPS_AF = 6; // Armour
recruitsQuiltedVest.SPD_ABS = 0; // Absorption
recruitsQuiltedVest.Object_Type = (int)eObjectType.Cloth;
recruitsQuiltedVest.Item_Type = (int)eEquipmentItems.TORSO;
recruitsQuiltedVest.Id_nb = "recruits_quilted_vest";
recruitsQuiltedVest.Price = Money.GetMoney(0, 0, 0, 9, 0);
recruitsQuiltedVest.IsPickable = true;
recruitsQuiltedVest.IsDropable = true;
recruitsQuiltedVest.Color = 9; // red leather
recruitsQuiltedVest.Bonus = 5; // default bonus
recruitsQuiltedVest.Bonus1 = 4;
recruitsQuiltedVest.Bonus1Type = (int)eStat.INT;
recruitsQuiltedVest.Bonus2 = 3;
recruitsQuiltedVest.Bonus2Type = (int)eStat.DEX;
recruitsQuiltedVest.Quality = 100;
recruitsQuiltedVest.Condition = 1000;
recruitsQuiltedVest.MaxCondition = 1000;
recruitsQuiltedVest.Durability = 1000;
recruitsQuiltedVest.MaxDurability = 1000;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
GameServer.Database.AddObject(recruitsQuiltedVest);
}
#endregion defineItems
/* Now we add some hooks to the npc we found.
* Actually, we want to know when a player interacts with him.
* So, we hook the right-click (interact) and the whisper method
* of npc and set the callback method to the "TalkToXXX"
* method. This means, the "TalkToXXX" method is called whenever
* a player right clicks on him or when he whispers to him.
*/
GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest));
GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest));
//We want to be notified whenever a player enters the world
GameEventMgr.AddHandler(GamePlayerEvent.Quit, new DOLEventHandler(PlayerLeftWorld));
GameEventMgr.AddHandler(masterFrederick, GameLivingEvent.Interact, new DOLEventHandler(TalkToMasterFrederick));
GameEventMgr.AddHandler(masterFrederick, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToMasterFrederick));
GameEventMgr.AddHandler(colm, GameLivingEvent.Interact, new DOLEventHandler(TalkToColm));
GameEventMgr.AddHandler(colm, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToColm));
GameEventMgr.AddHandler(nob, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToNob));
GameEventMgr.AddHandler(haruld, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToHaruld));
GameEventMgr.AddHandler(fairyDragonflyHandler, GameNPCEvent.OnAICallback, new DOLEventHandler(CheckNearFairyDragonflyHandler));
/* Now we bring to masterFrederick the possibility to give this quest to players */
masterFrederick.AddQuestToGive(typeof(IreFairyIre));
if (log.IsInfoEnabled)
log.Info("Quest \"" + questTitle + "\" initialized");
}
示例9: ScriptLoaded
//.........这里部分代码省略.........
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
if (SAVE_INTO_DATABASE)
GameServer.Database.AddObject(sackOfSupplies);
}
crateOfVegetables = GameServer.Database.FindObjectByKey<ItemTemplate>("crate_of_vegetables");
if (crateOfVegetables == null)
{
crateOfVegetables = new ItemTemplate();
crateOfVegetables.Name = "Crate of Vegetables";
if (log.IsWarnEnabled)
log.Warn("Could not find " + crateOfVegetables.Name + " , creating it ...");
crateOfVegetables.Weight = 15;
crateOfVegetables.Model = 602;
crateOfVegetables.Object_Type = (int)eObjectType.GenericItem;
crateOfVegetables.Id_nb = "crate_of_vegetables";
crateOfVegetables.IsPickable = true;
crateOfVegetables.IsDropable = false;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
if (SAVE_INTO_DATABASE)
GameServer.Database.AddObject(crateOfVegetables);
}
// item db check
recruitsCloak = GameServer.Database.FindObjectByKey<ItemTemplate>("recruits_cloak_mid");
if (recruitsCloak == null)
{
recruitsCloak = new ItemTemplate();
recruitsCloak.Name = "Recruit's Cloak (Mid)";
if (log.IsWarnEnabled)
log.Warn("Could not find " + recruitsCloak.Name + ", creating it ...");
recruitsCloak.Level = 3;
recruitsCloak.Weight = 3;
recruitsCloak.Model = 57;
recruitsCloak.Object_Type = (int)eObjectType.Cloth;
recruitsCloak.Item_Type = (int)eEquipmentItems.CLOAK;
recruitsCloak.Id_nb = "recruits_cloak_mid";
recruitsCloak.Price = Money.GetMoney(0, 0, 0, 1, 0);
recruitsCloak.IsPickable = true;
recruitsCloak.IsDropable = true;
recruitsCloak.Color = 44; // brown
recruitsCloak.Bonus = 1; // default bonus
recruitsCloak.Bonus1 = 1;
recruitsCloak.Bonus1Type = (int)eStat.CON;
recruitsCloak.Bonus2 = 1;
recruitsCloak.Bonus2Type = (int)eResist.Slash;
recruitsCloak.Quality = 100;
recruitsCloak.Condition = 1000;
recruitsCloak.MaxCondition = 1000;
recruitsCloak.Durability = 1000;
recruitsCloak.MaxDurability = 1000;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
if (SAVE_INTO_DATABASE)
GameServer.Database.AddObject(recruitsCloak);
}
#endregion defineItems
/* Now we add some hooks to the npc we found.
* Actually, we want to know when a player interacts with him.
* So, we hook the right-click (interact) and the whisper method
* of npc and set the callback method to the "TalkToXXX"
* method. This means, the "TalkToXXX" method is called whenever
* a player right clicks on him or when he whispers to him.
*/
//We want to be notified whenever a player enters the world
GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest));
GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest));
GameEventMgr.AddHandler(dalikor, GameLivingEvent.Interact, new DOLEventHandler(TalkToDalikor));
GameEventMgr.AddHandler(dalikor, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToDalikor));
GameEventMgr.AddHandler(harlfug, GameLivingEvent.Interact, new DOLEventHandler(TalkToHarlfug));
GameEventMgr.AddHandler(harlfug, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToHarlfug));
GameEventMgr.AddHandler(abohas, GameLivingEvent.Interact, new DOLEventHandler(TalkToAbohas));
GameEventMgr.AddHandler(abohas, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToAbohas));
/* Now we bring to dalikor the possibility to give this quest to players */
dalikor.AddQuestToGive(typeof(ImportantDelivery));
if (log.IsInfoEnabled)
log.Info("Quest \"" + questTitle + "\" initialized");
}
示例10: ScriptLoaded
//.........这里部分代码省略.........
recruitsShortSword.Price = Money.GetMoney(0, 0, 0, 2, 0);
recruitsShortSword.IsPickable = true;
recruitsShortSword.IsDropable = true;
recruitsShortSword.Color = 45; // blue metal
recruitsShortSword.Bonus = 1; // default bonus
recruitsShortSword.Bonus1 = 3;
recruitsShortSword.Bonus1Type = (int)eStat.STR;
recruitsShortSword.Bonus2 = 1;
recruitsShortSword.Bonus2Type = (int)eResist.Body;
recruitsShortSword.Quality = 100;
recruitsShortSword.Condition = 1000;
recruitsShortSword.MaxCondition = 1000;
recruitsShortSword.Durability = 1000;
recruitsShortSword.MaxDurability = 1000;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
GameServer.Database.AddObject(recruitsShortSword);
}
// item db check
recruitsStaff = GameServer.Database.FindObjectByKey<ItemTemplate>("recruits_staff");
if (recruitsStaff == null)
{
recruitsStaff = new ItemTemplate();
recruitsStaff.Name = "Recruit's Staff";
if (log.IsWarnEnabled)
log.Warn("Could not find " + recruitsStaff.Name + ", creating it ...");
recruitsStaff.Level = 4;
recruitsStaff.Weight = 45;
recruitsStaff.Model = 442;
recruitsStaff.DPS_AF = 24;
recruitsStaff.SPD_ABS = 45;
recruitsStaff.Type_Damage = (int)eDamageType.Slash;
recruitsStaff.Object_Type = (int)eObjectType.Staff;
recruitsStaff.Item_Type = (int)eEquipmentItems.LEFT_HAND;
recruitsStaff.Id_nb = "recruits_staff";
recruitsStaff.Price = Money.GetMoney(0, 0, 0, 2, 0);
recruitsStaff.IsPickable = true;
recruitsStaff.IsDropable = true;
recruitsStaff.Color = 45; // blue metal
recruitsStaff.Bonus = 1; // default bonus
recruitsStaff.Bonus1 = 3;
recruitsStaff.Bonus1Type = (int)eStat.INT;
recruitsStaff.Bonus2 = 1;
recruitsStaff.Bonus2Type = (int)eResist.Crush;
recruitsStaff.Quality = 100;
recruitsStaff.Condition = 1000;
recruitsStaff.MaxCondition = 1000;
recruitsStaff.Durability = 1000;
recruitsStaff.MaxDurability = 1000;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
GameServer.Database.AddObject(recruitsStaff);
}
#endregion defineItems
fairyArea = WorldMgr.GetRegion(fairyLocation.RegionID).AddArea(new Area.Circle("Fairy contamined Area", fairyLocation.X, fairyLocation.Y, 0, 1500));
fairyArea.RegisterPlayerEnter(new DOLEventHandler(PlayerEnterFairyArea));
/* Now we add some hooks to the npc we found.
* Actually, we want to know when a player interacts with him.
* So, we hook the right-click (interact) and the whisper method
* of npc and set the callback method to the "TalkToXXX"
* method. This means, the "TalkToXXX" method is called whenever
* a player right clicks on him or when he whispers to him.
*/
GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest));
GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest));
//We want to be notified whenever a player enters the world
GameEventMgr.AddHandler(GamePlayerEvent.GameEntered, new DOLEventHandler(PlayerEnterWorld));
GameEventMgr.AddHandler(masterFrederick, GameLivingEvent.Interact, new DOLEventHandler(TalkToMasterFrederick));
GameEventMgr.AddHandler(masterFrederick, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToMasterFrederick));
/* Now we bring to masterFrederick the possibility to give this quest to players */
masterFrederick.AddQuestToGive(typeof(Nuisances));
if (log.IsInfoEnabled)
log.Info("Quest \"" + questTitle + "\" initialized");
}
示例11: ScriptLoaded
//.........这里部分代码省略.........
recruitsCap.Name = "Recruit's Quilted Cap";
if (log.IsWarnEnabled)
log.Warn("Could not find " + recruitsCap.Name + ", creating it ...");
recruitsCap.Level = 8;
recruitsCap.Weight = 8;
recruitsCap.Model = 822; // studded vest
recruitsCap.DPS_AF = 6; // Armour
recruitsCap.SPD_ABS = 0; // Absorption
recruitsCap.Object_Type = (int) eObjectType.Cloth;
recruitsCap.Item_Type = (int) eEquipmentItems.HEAD;
recruitsCap.Id_nb = "recruits_quilted_cap";
recruitsCap.Price = Money.GetMoney(0,0,0,9,0);
recruitsCap.IsPickable = true;
recruitsCap.IsDropable = true;
recruitsCap.Color = 27; // red cloth
recruitsCap.Bonus = 5; // default bonus
recruitsCap.Bonus1 = 4;
recruitsCap.Bonus1Type = (int) eStat.DEX;
recruitsCap.Bonus2 = 20;
recruitsCap.Bonus2Type = (int) eProperty.MaxHealth;
recruitsCap.Bonus3 = 1;
recruitsCap.Bonus3Type = (int) eResist.Spirit;
recruitsCap.Quality = 100;
recruitsCap.Condition = 1000;
recruitsCap.MaxCondition = 1000;
recruitsCap.Durability = 1000;
recruitsCap.MaxDurability = 1000;
GameServer.Database.AddObject(recruitsCap);
}
recruitsRing = GameServer.Database.FindObjectByKey<ItemTemplate>("recruits_silver_ring");
if (recruitsRing == null)
{
recruitsRing = new ItemTemplate();
recruitsRing.Name = "Recruit's Silver Ring";
if (log.IsWarnEnabled)
log.Warn("Could not find " + recruitsRing.Name + ", creating it ...");
recruitsRing.Level = 6;
recruitsRing.Weight = 2;
recruitsRing.Model = 103; // studded vest
recruitsRing.Object_Type = (int) eObjectType.Magical;
recruitsRing.Item_Type = (int) eEquipmentItems.R_RING;
recruitsRing.Id_nb = "recruits_silver_ring";
recruitsRing.Price = Money.GetMoney(0,0,0,9,0);
recruitsRing.IsPickable = true;
recruitsRing.IsDropable = true;
recruitsRing.Bonus = 5; // default bonus
recruitsRing.Bonus1 = 20;
recruitsRing.Bonus1Type = (int) eProperty.MaxHealth;
recruitsRing.Quality = 100;
recruitsRing.Condition = 1000;
recruitsRing.MaxCondition = 1000;
recruitsRing.Durability = 1000;
recruitsRing.MaxDurability = 1000;
GameServer.Database.AddObject(recruitsRing);
}
#endregion
/* Now we add some hooks to the npc we found.
* Actually, we want to know when a player interacts with him.
* So, we hook the right-click (interact) and the whisper method
* of npc and set the callback method to the "TalkToXXX"
* method. This means, the "TalkToXXX" method is called whenever
* a player right clicks on him or when he whispers to him.
*/
GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest));
GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest));
//We want to be notified whenever a player enters the world
GameEventMgr.AddHandler(GamePlayerEvent.GameEntered, new DOLEventHandler(PlayerEnterWorld));
GameEventMgr.AddHandler(masterFrederick, GameLivingEvent.Interact, new DOLEventHandler(TalkToMasterFrederick));
GameEventMgr.AddHandler(masterFrederick, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToMasterFrederick));
GameEventMgr.AddHandler(dunwyn, GameLivingEvent.Interact, new DOLEventHandler(TalkToMasterDunwyn));
GameEventMgr.AddHandler(dunwyn, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToMasterDunwyn));
GameEventMgr.AddHandler(princessObera, GameNPCEvent.OnAICallback, new DOLEventHandler(CheckNearPrincessObera));
/* Now we bring to masterFrederick the possibility to give this quest to players */
masterFrederick.AddQuestToGive(typeof (BeginningOfWar));
if (log.IsInfoEnabled)
log.Info("Quest \"" + questTitle + "\" initialized");
}
示例12: ScriptLoaded
//.........这里部分代码省略.........
recruitsArms.DPS_AF = 10; // Armour
recruitsArms.SPD_ABS = 19; // Absorption
recruitsArms.Object_Type = (int)eObjectType.Studded;
recruitsArms.Item_Type = (int)eEquipmentItems.ARMS;
recruitsArms.Id_nb = "recruits_studded_arms_mid";
recruitsArms.Price = Money.GetMoney(0, 0, 0, 4, 0);
recruitsArms.IsPickable = true;
recruitsArms.IsDropable = true;
recruitsArms.Color = 36; // blue cloth
recruitsArms.Bonus = 5; // default bonus
recruitsArms.Bonus1 = 4;
recruitsArms.Bonus1Type = (int)eStat.QUI;
recruitsArms.Bonus2 = 1;
recruitsArms.Bonus2Type = (int)eResist.Body;
recruitsArms.Quality = 100;
recruitsArms.Condition = 1000;
recruitsArms.MaxCondition = 1000;
recruitsArms.Durability = 1000;
recruitsArms.MaxDurability = 1000;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
if (SAVE_INTO_DATABASE)
GameServer.Database.AddObject(recruitsArms);
}
recruitsSleeves = GameServer.Database.FindObjectByKey<ItemTemplate>("recruits_quilted_sleeves");
if (recruitsSleeves == null)
{
recruitsSleeves = new ItemTemplate();
recruitsSleeves.Name = "Recruit's Quilted Sleeves";
if (log.IsWarnEnabled)
log.Warn("Could not find " + recruitsSleeves.Name + ", creating it ...");
recruitsSleeves.Level = 7;
recruitsSleeves.Weight = 12;
recruitsSleeves.Model = 153;
recruitsSleeves.DPS_AF = 6; // Armour
recruitsSleeves.SPD_ABS = 0; // Absorption
recruitsSleeves.Object_Type = (int)eObjectType.Cloth;
recruitsSleeves.Item_Type = (int)eEquipmentItems.ARMS;
recruitsSleeves.Id_nb = "recruits_quilted_sleeves";
recruitsSleeves.Price = Money.GetMoney(0, 0, 0, 4, 0);
recruitsSleeves.IsPickable = true;
recruitsSleeves.IsDropable = true;
recruitsSleeves.Color = 27; // red cloth
recruitsSleeves.Bonus = 5; // default bonus
recruitsSleeves.Bonus1 = 4;
recruitsSleeves.Bonus1Type = (int)eStat.DEX;
recruitsSleeves.Bonus2 = 1;
recruitsSleeves.Bonus2Type = (int)eResist.Body;
recruitsSleeves.Quality = 100;
recruitsSleeves.Condition = 1000;
recruitsSleeves.MaxCondition = 1000;
recruitsSleeves.Durability = 1000;
recruitsSleeves.MaxDurability = 1000;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
if (SAVE_INTO_DATABASE)
GameServer.Database.AddObject(recruitsSleeves);
}
#endregion defineItems
/* Now we add some hooks to the npc we found.
* Actually, we want to know when a player interacts with him.
* So, we hook the right-click (interact) and the whisper method
* of npc and set the callback method to the "TalkToXXX"
* method. This means, the "TalkToXXX" method is called whenever
* a player right clicks on him or when he whispers to him.
*/
//We want to be notified whenever a player enters the world
GameEventMgr.AddHandler(GamePlayerEvent.GameEntered, new DOLEventHandler(PlayerEnterWorld));
GameEventMgr.AddHandler(dalikor, GameLivingEvent.Interact, new DOLEventHandler(TalkToDalikor));
GameEventMgr.AddHandler(dalikor, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToDalikor));
GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest));
GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest));
/* Now we bring to dalikor the possibility to give this quest to players */
dalikor.AddQuestToGive(typeof(Collection));
if (log.IsInfoEnabled)
log.Info("Quest \"" + questTitle + "\" initialized");
}
示例13: ScriptLoaded
//.........这里部分代码省略.........
recruitsLegs.Bonus = 5; // default bonus
recruitsLegs.Bonus1 = 12;
recruitsLegs.Bonus1Type = (int) eProperty.MaxHealth; // hit
recruitsLegs.Bonus2 = 2;
recruitsLegs.Bonus2Type = (int) eResist.Slash;
recruitsLegs.Bonus3 = 1;
recruitsLegs.Bonus3Type = (int) eResist.Cold;
recruitsLegs.Quality = 100;
recruitsLegs.Condition = 1000;
recruitsLegs.MaxCondition = 1000;
recruitsLegs.Durability = 1000;
recruitsLegs.MaxDurability = 1000;
GameServer.Database.AddObject(recruitsLegs);
}
// item db check
recruitsPants = GameServer.Database.FindObjectByKey<ItemTemplate>("recruits_quilted_pants");
if (recruitsPants == null)
{
recruitsPants = new ItemTemplate();
recruitsPants.Name = "Recruit's Quilted Pants";
if (log.IsWarnEnabled)
log.Warn("Could not find " + recruitsPants.Name + ", creating it ...");
recruitsPants.Level = 7;
recruitsPants.Weight = 14;
recruitsPants.Model = 152; // cloth Legs
recruitsPants.DPS_AF = 5; // Armour
recruitsPants.SPD_ABS = 0; // Absorption
recruitsPants.Object_Type = (int) eObjectType.Cloth;
recruitsPants.Item_Type = (int) eEquipmentItems.LEGS;
recruitsPants.Id_nb = "recruits_quilted_pants";
recruitsPants.Price = Money.GetMoney(0,0,0,10,0);
recruitsPants.IsPickable = true;
recruitsPants.IsDropable = true;
recruitsPants.Color = 36;
recruitsPants.Bonus = 5; // default bonus
recruitsPants.Bonus1 = 12;
recruitsPants.Bonus1Type = (int) eProperty.MaxHealth; // hit
recruitsPants.Bonus2 = 2;
recruitsPants.Bonus2Type = (int) eResist.Slash;
recruitsPants.Bonus3 = 1;
recruitsPants.Bonus3Type = (int) eResist.Cold;
recruitsPants.Quality = 100;
recruitsPants.Condition = 1000;
recruitsPants.MaxCondition = 1000;
recruitsPants.Durability = 1000;
recruitsPants.MaxDurability = 1000;
GameServer.Database.AddObject(recruitsPants);
}
#endregion
/* Now we add some hooks to the npc we found.
* Actually, we want to know when a player interacts with him.
* So, we hook the right-click (interact) and the whisper method
* of npc and set the callback method to the "TalkToXXX"
* method. This means, the "TalkToXXX" method is called whenever
* a player right clicks on him or when he whispers to him.
*/
//We want to be notified whenever a player enters the world
GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest));
GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest));
GameEventMgr.AddHandler(GamePlayerEvent.GameEntered, new DOLEventHandler(PlayerEnterWorld));
GameEventMgr.AddHandler(dalikor, GameLivingEvent.Interact, new DOLEventHandler(TalkToDalikor));
GameEventMgr.AddHandler(dalikor, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToDalikor));
GameEventMgr.AddHandler(annark, GameObjectEvent.Interact, new DOLEventHandler(TalkToAnnark));
GameEventMgr.AddHandler(njiedi, GameObjectEvent.Interact, new DOLEventHandler(TalkToNjiedi));
GameEventMgr.AddHandler(idora, GameObjectEvent.Interact, new DOLEventHandler(TalkToIdora));
GameEventMgr.AddHandler(idora, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToIdora));
GameEventMgr.AddHandler(vorgar, GameObjectEvent.Interact, new DOLEventHandler(TalkToVorgar));
GameEventMgr.AddHandler(vorgar, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToVorgar));
/* Now we bring to dalikor the possibility to give this quest to players */
dalikor.AddQuestToGive(typeof (Frontiers));
if (log.IsInfoEnabled)
if (log.IsInfoEnabled)
log.Info("Quest \"" + questTitle + "\" initialized");
}
示例14: ScriptLoaded
//.........这里部分代码省略.........
recruitsCap.IsPickable = true;
recruitsCap.IsDropable = true;
recruitsCap.Color = 36; // blue cloth
recruitsCap.Bonus = 5; // default bonus
recruitsCap.Bonus1 = 4;
recruitsCap.Bonus1Type = (int) eStat.DEX;
recruitsCap.Bonus2 = 20;
recruitsCap.Bonus2Type = (int) eProperty.MaxHealth;
recruitsCap.Bonus3 = 1;
recruitsCap.Bonus3Type = (int) eResist.Spirit;
recruitsCap.Quality = 100;
recruitsCap.Condition = 1000;
recruitsCap.MaxCondition = 1000;
recruitsCap.Durability = 1000;
recruitsCap.MaxDurability = 1000;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
if (SAVE_INTO_DATABASE)
GameServer.Database.AddObject(recruitsCap);
}
recruitsRing = GameServer.Database.FindObjectByKey<ItemTemplate>("recruits_pewter_ring");
if (recruitsRing == null)
{
recruitsRing = new ItemTemplate();
recruitsRing.Name = "Recruit's Pewter Ring";
if (log.IsWarnEnabled)
log.Warn("Could not find " + recruitsRing.Name + ", creating it ...");
recruitsRing.Level = 6;
recruitsRing.Weight = 2;
recruitsRing.Model = 103;
recruitsRing.Object_Type = (int) eObjectType.Magical;
recruitsRing.Item_Type = (int) eEquipmentItems.R_RING;
recruitsRing.Id_nb = "recruits_pewter_ring";
recruitsRing.Price = Money.GetMoney(0,0,0,9,0);
recruitsRing.IsPickable = true;
recruitsRing.IsDropable = true;
recruitsRing.Bonus = 5; // default bonus
recruitsRing.Bonus1 = 4;
recruitsRing.Bonus1Type = (int) eStat.CON;
recruitsRing.Bonus2 = 1;
recruitsRing.Bonus2Type = (int) eResist.Crush;
recruitsRing.Bonus3 = 12;
recruitsRing.Bonus3Type = (int) eProperty.MaxHealth;
recruitsRing.Quality = 100;
recruitsRing.Condition = 1000;
recruitsRing.MaxCondition = 1000;
recruitsRing.Durability = 1000;
recruitsRing.MaxDurability = 1000;
//You don't have to store the created item in the db if you don't want,
//it will be recreated each time it is not found, just comment the following
//line if you rather not modify your database
if (SAVE_INTO_DATABASE)
GameServer.Database.AddObject(recruitsRing);
}
#endregion
/* Now we add some hooks to the npc we found.
* Actually, we want to know when a player interacts with him.
* So, we hook the right-click (interact) and the whisper method
* of npc and set the callback method to the "TalkToXXX"
* method. This means, the "TalkToXXX" method is called whenever
* a player right clicks on him or when he whispers to him.
*/
//We want to be notified whenever a player enters the world
GameEventMgr.AddHandler(GamePlayerEvent.GameEntered, new DOLEventHandler(PlayerEnterWorld));
GameEventMgr.AddHandler(dalikor, GameLivingEvent.Interact, new DOLEventHandler(TalkToDalikor));
GameEventMgr.AddHandler(dalikor, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToDalikor));
GameEventMgr.AddHandler(briedi, GameLivingEvent.Interact, new DOLEventHandler(TalkToMasterBriedi));
GameEventMgr.AddHandler(briedi, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToMasterBriedi));
GameEventMgr.AddHandler(princessAiyr, GameNPCEvent.OnAICallback, new DOLEventHandler(CheckNearPrincessAyir));
GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest));
GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest));
/* Now we bring to dalikor the possibility to give this quest to players */
dalikor.AddQuestToGive(typeof (BeginningOfWar));
if (log.IsInfoEnabled)
log.Info("Quest \"" + questTitle + "\" initialized");
}