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C# GameNPC.AddToWorld方法代码示例

本文整理汇总了C#中GameNPC.AddToWorld方法的典型用法代码示例。如果您正苦于以下问题:C# GameNPC.AddToWorld方法的具体用法?C# GameNPC.AddToWorld怎么用?C# GameNPC.AddToWorld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GameNPC的用法示例。


在下文中一共展示了GameNPC.AddToWorld方法的15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: LockRelic

        public static bool LockRelic()
        {
            //make sure the relic exists before you lock it!
            if (Relic == null)
                return false;

            LockedEffect = new GameNPC();
            LockedEffect.Model = 1583;
            LockedEffect.Name = "LOCKED_RELIC";
            LockedEffect.X = Relic.X;
            LockedEffect.Y = Relic.Y;
            LockedEffect.Z = Relic.Z;
            LockedEffect.Heading = Relic.Heading;
            LockedEffect.CurrentRegionID = Relic.CurrentRegionID;
            LockedEffect.Flags = GameNPC.eFlags.CANTTARGET;
            LockedEffect.AddToWorld();

            return true;
        }
开发者ID:uvbs,项目名称:Dawn-of-Light-core,代码行数:19,代码来源:BaseProtector.cs

示例2: OnScriptsCompiled

		public static void OnScriptsCompiled(DOLEvent e, object sender, EventArgs args)
		{

			// What npctemplate should we use for the zonepoint ?
			ushort model;
			NpcTemplate zp;
			try{
				model = (ushort)ServerProperties.Properties.ZONEPOINT_NPCTEMPLATE;
				zp = new NpcTemplate(GameServer.Database.SelectObjects<DBNpcTemplate>("`TemplateId` = @TemplateId", new QueryParameter("@TemplateId", model)).FirstOrDefault());
				if (model <= 0 || zp == null) throw new ArgumentNullException();
			}
			catch {
				return;
			}
			
			// processing all the ZP
			IList<ZonePoint> zonePoints = GameServer.Database.SelectAllObjects<ZonePoint>();
			foreach (ZonePoint z in zonePoints)
			{
				if (z.SourceRegion == 0) continue;
				
				// find target region for the current zonepoint
				Region r = WorldMgr.GetRegion(z.TargetRegion);
				if (r == null)
				{
					log.Warn("Zonepoint Id (" + z.Id +  ") references an inexistent target region " + z.TargetRegion + " - skipping, ZP not created");
					continue;
				}
				
				GameNPC npc = new GameNPC(zp);

				npc.CurrentRegionID = z.SourceRegion;
				npc.X = z.SourceX;
				npc.Y = z.SourceY;
				npc.Z = z.SourceZ;
				npc.Name = r.Description;
				npc.GuildName = "ZonePoint (Open)";			
				if (r.IsDisabled) npc.GuildName = "ZonePoint (Closed)";
				
				npc.AddToWorld();
			}
		}
开发者ID:dol-leodagan,项目名称:DOLSharp,代码行数:42,代码来源:ZonePointEffects.cs

示例3: OnScriptsCompiled

        public static void OnScriptsCompiled(DOLEvent e, object sender, EventArgs args)
        {
            // What npctemplate should we use for the zonepoint ?
            ushort model;
            NpcTemplate zp;
            try
            {
                model = (ushort)ServerProperties.Properties.ZONEPOINT_NPCTEMPLATE;
                zp = new NpcTemplate(GameServer.Database.SelectObject<DBNpcTemplate>("TemplateId =" + model.ToString()));
                if (model <= 0 || zp == null) throw new ArgumentNullException();
            }
            catch
            {
                return;
            }

            // processing all the ZP
            IList<ZonePoint> zonePoints = GameServer.Database.SelectAllObjects<ZonePoint>();
            foreach (ZonePoint z in zonePoints)
            {
                if (z.SourceRegion == 0)
                    continue;
                //find region
                Region r = WorldMgr.GetRegion(z.TargetRegion);
                GameNPC npc = new GameNPC(zp);

                npc.CurrentRegionID = z.SourceRegion;
                npc.X = z.SourceX;
                npc.Y = z.SourceY;
                npc.Z = z.SourceZ;

                npc.Name = r.Description;
                if (r.IsDisabled)
                    npc.GuildName = "ZonePoint (Closed)";
                else npc.GuildName = "ZonePoint (Open)";
                npc.AddToWorld();
            }
        }
开发者ID:uvbs,项目名称:Dawn-of-Light-core,代码行数:38,代码来源:ZonePointEffects.cs

示例4: 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 ...");
            /* First thing we do in here is to search for the NPCs inside
            * the world who comes from the certain Realm. If we find a the players,
            * this means we don't have to create a new one.
            *
            * NOTE: You can do anything you want in this method, you don't have
            * to search for NPC's ... you could create a custom item, place it
            * on the ground and if a player picks it up, he will get the quest!
            * Just examples, do anything you like and feel comfortable with :)
            */

            #region defineNPCS

            GameNPC[] npcs = WorldMgr.GetNPCsByName("Hugh Gallen", eRealm.Albion);

            /* Whops, if the npcs array length is 0 then no npc exists in
                * this users Mob Database, so we simply create one ;-)
                * else we take the existing one. And if more than one exist, we take
                * the first ...
                */
            if (npcs.Length == 0)
            {
                hughGallen = new GameNPC();
                hughGallen.Model = 40;
                hughGallen.Name = "Hugh Gallen";
                if (log.IsWarnEnabled)
                    log.Warn("Could not find " + hughGallen.Name + ", creating him ...");
                hughGallen.GuildName = "Part of " + questTitle + " Quest";
                hughGallen.Realm = eRealm.Albion;
                hughGallen.CurrentRegionID = 1;

                GameNpcInventoryTemplate template = new GameNpcInventoryTemplate();
                template.AddNPCEquipment(eInventorySlot.HandsArmor, 39);
                template.AddNPCEquipment(eInventorySlot.FeetArmor, 40);
                template.AddNPCEquipment(eInventorySlot.TorsoArmor, 36);
                template.AddNPCEquipment(eInventorySlot.LegsArmor, 37);
                template.AddNPCEquipment(eInventorySlot.ArmsArmor, 38);
                hughGallen.Inventory = template.CloseTemplate();
                hughGallen.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard);

                hughGallen.Size = 49;
                hughGallen.Level = 38;
                hughGallen.X = 574640;
                hughGallen.Y = 531109;
                hughGallen.Z = 2896;
                hughGallen.Heading = 2275;

                //You don't have to store the created mob 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)
                    hughGallen.SaveIntoDatabase();

                hughGallen.AddToWorld();
            }
            else
                hughGallen = npcs[0];

            #endregion

            #region defineItems

            // item db check
            beltOfAnimation = GameServer.Database.FindObjectByKey<ItemTemplate>("belt_of_animation");
            if (beltOfAnimation == null)
            {
                beltOfAnimation = new ItemTemplate();
                beltOfAnimation.Name = "Belt of Animation";
                if (log.IsWarnEnabled)
                    log.Warn("Could not find "+beltOfAnimation.Name+", creating it ...");

                beltOfAnimation.Level = 5;
                beltOfAnimation.Weight = 3;
                beltOfAnimation.Model = 597;

                beltOfAnimation.Object_Type = (int) eObjectType.Magical;
                beltOfAnimation.Item_Type = (int) eEquipmentItems.WAIST;
                beltOfAnimation.Id_nb = "belt_of_animation";
                beltOfAnimation.Price = 0;
                beltOfAnimation.IsPickable = true;
                beltOfAnimation.IsDropable = false; // can't be sold to merchand

                beltOfAnimation.Bonus1 = 6;
                beltOfAnimation.Bonus1Type = (int)eProperty.MaxHealth;

                beltOfAnimation.Quality = 100;
                beltOfAnimation.Condition = 1000;
                beltOfAnimation.MaxCondition = 1000;
                beltOfAnimation.Durability = 1000;
                beltOfAnimation.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
//.........这里部分代码省略.........
开发者ID:mynew4,项目名称:DAoC,代码行数:101,代码来源:ClericMulgrut.cs

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 ...");
            /* First thing we do in here is to search for the NPCs inside
            * the world who comes from the certain Realm. If we find a the players,
            * this means we don't have to create a new one.
            *
            * NOTE: You can do anything you want in this method, you don't have
            * to search for NPC's ... you could create a custom item, place it
            * on the ground and if a player picks it up, he will get the quest!
            * Just examples, do anything you like and feel comfortable with :)
            */

            #region defineNPCS

            GameNPC[] npcs = WorldMgr.GetNPCsByName("Elvar Ironhand", eRealm.Albion);

            /* Whops, if the npcs array length is 0 then no npc exists in
                * this users Mob Database, so we simply create one ;-)
                * else we take the existing one. And if more than one exist, we take
                * the first ...
                */
            if (npcs.Length == 0)
            {
                elvarIronhand = new GameNPC();
                elvarIronhand.Model = 10;
                elvarIronhand.Name = "Elvar Ironhand";
                if (log.IsWarnEnabled)
                    log.Warn("Could not find " + elvarIronhand.Name + ", creating him ...");
                elvarIronhand.GuildName = "Part of " + questTitle + " Quest";
                elvarIronhand.Realm = eRealm.Albion;
                elvarIronhand.CurrentRegionID = 1;

                GameNpcInventoryTemplate template = new GameNpcInventoryTemplate();
                template.AddNPCEquipment(eInventorySlot.RightHandWeapon, 12);
                elvarIronhand.Inventory = template.CloseTemplate();
                elvarIronhand.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard);

                elvarIronhand.Size = 54;
                elvarIronhand.Level = 17;
                elvarIronhand.X = 561351;
                elvarIronhand.Y = 510292;
                elvarIronhand.Z = 2400;
                elvarIronhand.Heading = 3982;

                //You don't have to store the created mob 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)
                    elvarIronhand.SaveIntoDatabase();

                elvarIronhand.AddToWorld();
            }
            else
                elvarIronhand = npcs[0];

            #endregion

            #region defineItems

            // item db check
            wellPreservedBones = GameServer.Database.FindObjectByKey<ItemTemplate>("well_preserved_bone");
            if (wellPreservedBones == null)
            {
                wellPreservedBones = new ItemTemplate();
                wellPreservedBones.Name = "Well-Preserved Bone";
                if (log.IsWarnEnabled)
                    log.Warn("Could not find "+wellPreservedBones.Name+", creating it ...");

                wellPreservedBones.Level = 0;
                wellPreservedBones.Weight = 1;
                wellPreservedBones.Model = 497;

                wellPreservedBones.Object_Type = (int) eObjectType.GenericItem;
                wellPreservedBones.Id_nb = "well_preserved_bone";
                wellPreservedBones.Price = 0;
                wellPreservedBones.IsPickable = false;
                wellPreservedBones.IsDropable = false;

                wellPreservedBones.Quality = 100;
                wellPreservedBones.Condition = 1000;
                wellPreservedBones.MaxCondition = 1000;
                wellPreservedBones.Durability = 1000;
                wellPreservedBones.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(wellPreservedBones);
            }

            // item db check
            twoWellPreservedBones = GameServer.Database.FindObjectByKey<ItemTemplate>("two_well_preserved_bones");
            if (twoWellPreservedBones == null)
            {
//.........这里部分代码省略.........
开发者ID:mynew4,项目名称:DOLSharp,代码行数:101,代码来源:BuildingABetterBow.cs

示例6: 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 ...");
            /* First thing we do in here is to search for the NPCs inside
                * the world who comes from the Albion realm. If we find a the players,
                * this means we don't have to create a new one.
                *
                * NOTE: You can do anything you want in this method, you don't have
                * to search for NPC's ... you could create a custom item, place it
                * on the ground and if a player picks it up, he will get the quest!
                * Just examples, do anything you like and feel comfortable with :)
                */

            #region defineNPCs

            addrir = GetAddrir();

            GameNPC[] npcs = WorldMgr.GetNPCsByName("Aethic", eRealm.Hibernia);
            if (npcs.Length == 0)
            {
                aethic = new GameNPC();
                aethic.Model = 361;
                aethic.Name = "Aethic";
                if (log.IsWarnEnabled)
                    log.Warn("Could not find" + aethic.Name + " , creating ...");
                aethic.GuildName = "Part of " + questTitle + " Quest";
                aethic.Realm = eRealm.Hibernia;
                aethic.CurrentRegionID = 200;
                aethic.Size = 49;
                aethic.Level = 21;
                aethic.X = GameLocation.ConvertLocalXToGlobalX(23761, 200);
                aethic.Y = GameLocation.ConvertLocalYToGlobalY(45658, 200);
                aethic.Z = 5448;
                aethic.Heading = 320;
                //aethic.EquipmentTemplateID = "1707754";
                //You don't have to store the created mob 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)
                    aethic.SaveIntoDatabase();
                aethic.AddToWorld();
            }
            else
                aethic = npcs[0] as GameStableMaster;

            npcs = WorldMgr.GetNPCsByName("Freagus", eRealm.Hibernia);
            if (npcs.Length == 0)
            {
                freagus = new GameStableMaster();
                freagus.Model = 361;
                freagus.Name = "Freagus";
                if (log.IsWarnEnabled)
                    log.Warn("Could not find " + freagus.Name + ", creating ...");
                freagus.GuildName = "Stable Master";
                freagus.Realm = eRealm.Hibernia;
                freagus.CurrentRegionID = 200;
                freagus.Size = 48;
                freagus.Level = 30;
                freagus.X = 341008;
                freagus.Y = 469180;
                freagus.Z = 5200;
                freagus.Heading = 1934;
                freagus.EquipmentTemplateID = "3800664";

                //You don't have to store the created mob 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)
                    freagus.SaveIntoDatabase();
                freagus.AddToWorld();
            }
            else
                freagus = npcs[0];

            npcs = WorldMgr.GetNPCsByName("Rumdor", eRealm.Hibernia);
            if (npcs.Length == 0)
            {
                if (log.IsWarnEnabled)
                    log.Warn("Could not find Rumdor, creating ...");
                rumdor = new GameStableMaster();
                rumdor.Model = 361;
                rumdor.Name = "Rumdor";
                rumdor.GuildName = "Stable Master";
                rumdor.Realm = eRealm.Hibernia;
                rumdor.CurrentRegionID = 200;
                rumdor.Size = 53;
                rumdor.Level = 33;
                rumdor.X = 347175;
                rumdor.Y = 491836;
                rumdor.Z = 5226;
                rumdor.Heading = 1262;
                rumdor.EquipmentTemplateID = "3800664";

                //You don't have to store the created mob 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)
//.........这里部分代码省略.........
开发者ID:mynew4,项目名称:DOLSharp,代码行数:101,代码来源:ImportantDelivery.cs

示例7: 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 ...");

            #region defineNPCS
            GameNPC[] npcs = WorldMgr.GetNPCsByName(questGiverName, eRealm.Hibernia);
            if (npcs.Length == 0)
            {
                if (log.IsWarnEnabled)
                    log.Warn("Could not find " + questGiverName + ", creating her ...");

                questGiver = new GameNPC();
                questGiver.Name = questGiverName;
                questGiver.Realm = eRealm.Hibernia;
                questGiver.CurrentRegionID = 200;

                // select * from NPCEquipment where TemplateID in (select EquipmentTemplateID from Mob where name = ?)
                GameNpcInventoryTemplate template = new GameNpcInventoryTemplate();
                template.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 448, 0);		// Slot 12
                template.AddNPCEquipment(eInventorySlot.FeetArmor, 427, 0);			// Slot 23
                template.AddNPCEquipment(eInventorySlot.TorsoArmor, 423, 0);		// Slot 25
                template.AddNPCEquipment(eInventorySlot.LegsArmor, 424, 0);			// Slot 27
                template.AddNPCEquipment(eInventorySlot.ArmsArmor, 425, 0);			// Slot 28
                questGiver.Inventory = template.CloseTemplate();
                questGiver.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard);

                questGiver.Model = 388;
                questGiver.Size = 51;
                questGiver.Level = 35;
                questGiver.X = 346768;
                questGiver.Y = 489521;
                questGiver.Z = 5200;
                questGiver.Heading = 2594;

                if (SAVE_INTO_DATABASE)
                    questGiver.SaveIntoDatabase();

                questGiver.AddToWorld();
            }
            else
                questGiver = npcs[0];

            npcs = WorldMgr.GetNPCsByName(questTargetName, eRealm.Hibernia);

            if (npcs.Length == 0)
            {
                questTarget = new GameNPC();
                questTarget.Name = questTargetName;
                if (log.IsWarnEnabled)
                    log.Warn("Could not find " + questTarget.Name + ", creating him ...");
                questTarget.Realm = eRealm.Hibernia;
                questTarget.CurrentRegionID = 200;

                // select * from NPCEquipment where TemplateID in (select EquipmentTemplateID from Mob where name = ?)
                GameNpcInventoryTemplate template = new GameNpcInventoryTemplate();
                template.AddNPCEquipment(eInventorySlot.HandsArmor, 411, 0);		// Slot 22
                template.AddNPCEquipment(eInventorySlot.FeetArmor, 412, 0);		// Slot 23
                template.AddNPCEquipment(eInventorySlot.TorsoArmor, 408, 0);		// Slot 25
                template.AddNPCEquipment(eInventorySlot.Cloak, 57, 34);				// Slot 26
                template.AddNPCEquipment(eInventorySlot.LegsArmor, 409, 0);		// Slot 27
                template.AddNPCEquipment(eInventorySlot.ArmsArmor, 410, 0);		// Slot 28
                questTarget.Inventory = template.CloseTemplate();
                questTarget.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard);

                questTarget.Model = 381;
                questTarget.Size = 50;
                questTarget.Level = 12;
                questTarget.X = 347327;
                questTarget.Y = 492700;
                questTarget.Z = 5199;
                questTarget.Heading = 2468;

                if (SAVE_INTO_DATABASE)
                    questTarget.SaveIntoDatabase();

                questTarget.AddToWorld();
            }
            else
                questTarget = npcs[0];
            #endregion

            /*
            #region defineAreas
            targetArea = WorldMgr.GetRegion(targetLocation.RegionID).AddArea(new Area.Circle("", targetLocation.X, targetLocation.Y, targetLocation.Z, 200));
            #endregion
            */

            #region defineItems
            armBone = GameServer.Database.FindObjectByKey<ItemTemplate>("BonesToBlades-armbone");
            if (armBone == null) {
                armBone = new ItemTemplate();
                armBone.Name = "Arm Bone";
                if (log.IsWarnEnabled)
                    log.Warn("Could not find " + armBone.Name + ", creating it ...");
                armBone.Level = 1;
                armBone.Weight = 1;
//.........这里部分代码省略.........
开发者ID:mynew4,项目名称:DAoC,代码行数:101,代码来源:BonesToBlades.cs

示例8: 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 ...");
            /* First thing we do in here is to search for the NPCs inside
            * the world who comes from the certain Realm. If we find a the players,
            * this means we don't have to create a new one.
            *
            * NOTE: You can do anything you want in this method, you don't have
            * to search for NPC's ... you could create a custom item, place it
            * on the ground and if a player picks it up, he will get the quest!
            * Just examples, do anything you like and feel comfortable with :)
            */

            #region defineNPCs

            masterFrederick = GetMasterFrederick();

            GameNPC[] npcs = WorldMgr.GetNPCsByName("Queen Tatiana", eRealm.None);
            if (npcs.Length == 0)
            {
                if (log.IsWarnEnabled)
                    log.Warn("Could not find Queen Tatiana, creating ...");
                queenTatiana = new GameNPC();

                queenTatiana.Name = "Queen Tatiana";
                queenTatiana.X = 558500;
                queenTatiana.Y = 533042;
                queenTatiana.Z = 2573;
                queenTatiana.Heading = 174;
                queenTatiana.Model = 603;
                queenTatiana.GuildName = "Part of " + questTitle + " Quest";
                queenTatiana.Realm = eRealm.None;
                queenTatiana.CurrentRegionID = 1;
                queenTatiana.Size = 49;
                queenTatiana.Level = 5;

                StandardMobBrain brain = new StandardMobBrain();
                brain.AggroLevel = 30;
                brain.AggroRange = 600;
                queenTatiana.SetOwnBrain(brain);

                if (SAVE_INTO_DATABASE)
                    queenTatiana.SaveIntoDatabase();

                queenTatiana.AddToWorld();
            }
            else
            {
                queenTatiana = (GameNPC) npcs[0];
            }

            int counter = 0;
            foreach (GameNPC npc in queenTatiana.GetNPCsInRadius(500))
            {
                if (npc.Name == "ire fairy sorceress")
                {
                    fairySorceress[counter] = (GameNPC) npc;
                    counter++;
                }
                if (counter == fairySorceress.Length)
                    break;
            }

            for (int i = 0; i < fairySorceress.Length; i++)
            {
                if (fairySorceress[i] == null)
                {
                    if (log.IsWarnEnabled)
                        log.Warn("Could not find ire fairy sorceress, creating ...");
                    fairySorceress[i] = new GameNPC();
                    fairySorceress[i].Model = 603; // //819;
                    fairySorceress[i].Name = "ire fairy sorceress";
                    fairySorceress[i].GuildName = "Part of " + questTitle + " Quest";
                    fairySorceress[i].Realm = eRealm.None;
                    fairySorceress[i].CurrentRegionID = 1;
                    fairySorceress[i].Size = 35;
                    fairySorceress[i].Level = 5;
                    fairySorceress[i].X = queenTatiana.X + Util.Random(30, 150);
                    fairySorceress[i].Y = queenTatiana.Y + Util.Random(30, 150);
                    fairySorceress[i].Z = queenTatiana.Z;

                    StandardMobBrain brain = new StandardMobBrain();
                    brain.AggroLevel = 30;
                    brain.AggroRange = 600;
                    fairySorceress[i].SetOwnBrain(brain);

                    fairySorceress[i].Heading = 93;
                    //fairySorceress[i].EquipmentTemplateID = 200276;

                    //You don't have to store the created mob 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)
                        fairySorceress[i].SaveIntoDatabase();
                    fairySorceress[i].AddToWorld();
                }
            }
//.........这里部分代码省略.........
开发者ID:mynew4,项目名称:DOLSharp,代码行数:101,代码来源:Culmination.cs

示例9: 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 ...");

            #region NPC Declarations

            GameNPC[] npcs = WorldMgr.GetNPCsByName("Brigit", eRealm.Hibernia);

            if (npcs.Length == 0)
            {
                if (log.IsWarnEnabled)
                    log.Warn("Could not find Brigit , creating it ...");
                Brigit = new GameNPC();
                Brigit.Model = 384;
                Brigit.Name = "Brigit";
                Brigit.GuildName = "";
                Brigit.Realm = eRealm.Hibernia;
                Brigit.CurrentRegionID = 201;
                Brigit.Size = 51;
                Brigit.Level = 50;
                Brigit.X = 33131;
                Brigit.Y = 32922;
                Brigit.Z = 8008;
                Brigit.Heading = 3254;
                Brigit.AddToWorld();
                if (SAVE_INTO_DATABASE)
                {
                    Brigit.SaveIntoDatabase();
                }

            }
            else
                Brigit = npcs[0];
            // end npc

            npcs = WorldMgr.GetNPCsByName("Caithor", eRealm.None);

            if (npcs.Length == 0)
            {
                if (log.IsWarnEnabled)
                    log.Warn("Could not find Caithor , creating it ...");
                Caithor = new GameNPC();
                Caithor.Model = 339;
                Caithor.Name = "Caithor";
                Caithor.GuildName = "";
                Caithor.Realm = eRealm.None;
                Caithor.CurrentRegionID = 200;
                Caithor.Size = 60;
                Caithor.Level = 65;
                Caithor.X = 470547;
                Caithor.Y = 531497;
                Caithor.Z = 4984;
                Caithor.Heading = 3319;
                Caithor.AddToWorld();
                if (SAVE_INTO_DATABASE)
                {
                    Caithor.SaveIntoDatabase();
                }

            }
            else
                Caithor = npcs[0];
            // end npc

            #endregion

            #region Item Declarations

            Moonstone = GameServer.Database.FindObjectByKey<ItemTemplate>("Moonstone");
            if (Moonstone == null)
            {
                if (log.IsWarnEnabled)
                    log.Warn("Could not find Moonstone , creating it ...");
                Moonstone = new ItemTemplate();
                Moonstone.Id_nb = "Moonstone";
                Moonstone.Name = "Moonstone";
                Moonstone.Level = 8;
                Moonstone.Item_Type = 29;
                Moonstone.Model = 514;
                Moonstone.IsDropable = false;
                Moonstone.IsPickable = false;
                Moonstone.DPS_AF = 0;
                Moonstone.SPD_ABS = 0;
                Moonstone.Object_Type = 41;
                Moonstone.Hand = 0;
                Moonstone.Type_Damage = 0;
                Moonstone.Quality = 100;
                Moonstone.Weight = 12;
                if (SAVE_INTO_DATABASE)
                {
                    GameServer.Database.AddObject(Moonstone);
                }

            }
            // end item
            BardEpicBoots = GameServer.Database.FindObjectByKey<ItemTemplate>("BardEpicBoots");
            if (BardEpicBoots == null)
//.........这里部分代码省略.........
开发者ID:mynew4,项目名称:DAoC,代码行数:101,代码来源:Essence50.cs

示例10: 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 ...");

            #region defineNPCs

            GameNPC[] npcs;

            npcs = WorldMgr.GetNPCsByName("Sir Quait", (eRealm)1);
            if (npcs.Length == 0)
            {
                SirQuait = new DOL.GS.GameNPC();
                SirQuait.Model = 40;
                SirQuait.Name = "Sir Quait";
                if (log.IsWarnEnabled)
                    log.Warn("Could not find " + SirQuait.Name + ", creating ...");
                SirQuait.GuildName = "Part of " + questTitle + " Quest";
                SirQuait.Realm = eRealm.Albion;
                SirQuait.CurrentRegionID = 1;
                SirQuait.Size = 50;
                SirQuait.Level = 10;
                SirQuait.MaxSpeedBase = 100;
                SirQuait.Faction = FactionMgr.GetFactionByID(0);
                SirQuait.X = 531971;
                SirQuait.Y = 478955;
                SirQuait.Z = 0;
                SirQuait.Heading = 3570;
                SirQuait.RespawnInterval = 0;
                SirQuait.BodyType = 0;

                StandardMobBrain brain = new StandardMobBrain();
                brain.AggroLevel = 0;
                brain.AggroRange = 0;
                SirQuait.SetOwnBrain(brain);

                //You don't have to store the created mob 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)
                    SirQuait.SaveIntoDatabase();

                SirQuait.AddToWorld();
            }
            else
            {
                SirQuait = npcs[0];
            }

            npcs = WorldMgr.GetNPCsByName("Evil Thief of the Shadowclan", (eRealm)0);
            if (npcs.Length == 0)
            {
                EvilThiefoftheShadowclan = new DOL.GS.GameNPC();
                EvilThiefoftheShadowclan.Model = 55;
                EvilThiefoftheShadowclan.Name = "Evil Thief of the Shadowclan";
                if (log.IsWarnEnabled)
                    log.Warn("Could not find " + EvilThiefoftheShadowclan.Name + ", creating ...");
                EvilThiefoftheShadowclan.GuildName = "Part of " + questTitle + " Quest";
                EvilThiefoftheShadowclan.Realm = eRealm.None;
                EvilThiefoftheShadowclan.CurrentRegionID = 1;
                EvilThiefoftheShadowclan.Size = 50;
                EvilThiefoftheShadowclan.Level = 1;
                EvilThiefoftheShadowclan.MaxSpeedBase = 100;
                EvilThiefoftheShadowclan.Faction = FactionMgr.GetFactionByID(0);
                EvilThiefoftheShadowclan.X = 532571;
                EvilThiefoftheShadowclan.Y = 479055;
                EvilThiefoftheShadowclan.Z = 2200;
                EvilThiefoftheShadowclan.Heading = 3570;
                EvilThiefoftheShadowclan.RespawnInterval = 0;
                EvilThiefoftheShadowclan.BodyType = 0;

                StandardMobBrain brain = new StandardMobBrain();
                brain.AggroLevel = 0;
                brain.AggroRange = 0;
                EvilThiefoftheShadowclan.SetOwnBrain(brain);

                //You don't have to store the created mob 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)
                    EvilThiefoftheShadowclan.SaveIntoDatabase();

                EvilThiefoftheShadowclan.AddToWorld();
            }
            else
            {
                EvilThiefoftheShadowclan = npcs[0];
            }

            #endregion defineNPCs

            #region defineItems

            SirQuaitsSword = GameServer.Database.FindObjectByKey<ItemTemplate>("SirQuaitsSword");
            if (SirQuaitsSword == null)
            {
                SirQuaitsSword = new ItemTemplate();
                SirQuaitsSword.Name = "Sir Quait's Sword";
//.........这里部分代码省略.........
开发者ID:uvbs,项目名称:Dawn-of-Light-core,代码行数:101,代码来源:HelpSirQuait.cs

示例11: Notify

        public override void Notify(DOLEvent e, object sender, EventArgs args)
        {
            GamePlayer player = sender as GamePlayer;

            if (player == null || player.IsDoingQuest(typeof(HeartOfSephucoth)) == null)
                return;

            if (e == GameLivingEvent.EnemyKilled)
            {
                EnemyKilledEventArgs gArgs = (EnemyKilledEventArgs)args;
                if (Step == 1)
                {
                    if (gArgs.Target.Name == "river sprite")
                    {
                        if (Util.Chance(25))
                        {
                            if (sephucoth == null)
                            {
                                sephucoth = new GameNPC();
                                sephucoth.Model = 136;
                                sephucoth.Name = "Sephucoth";
                                sephucoth.Realm = eRealm.None;
                                sephucoth.CurrentRegionID = 1;

                                sephucoth.Size = 55;
                                sephucoth.Level = 7;
                                sephucoth.X = 560836;
                                sephucoth.Y = 527260;
                                sephucoth.Z = 2082;
                                sephucoth.Heading = 1480;

                                StandardMobBrain brain = new StandardMobBrain();  // set a brain witch find a lot mob friend to attack the player
                                sephucoth.SetOwnBrain(brain);					  // so this mob must be abble to cast

                                sephucoth.RespawnInterval = 0; // don't respawn when killed

                                sephucoth.AddToWorld();
                            }
                        }
                    }
                    else if (gArgs.Target.Name == "Sephucoth")
                    {
                        GiveItem(gArgs.Target, player, sephucothsHeart);
                        if (sephucoth != null) { sephucoth = null; }

                        Step = 2;
                    }
                }
                else if (Step == 3)
                {
                    if (gArgs.Target.Name == "large skeleton")
                    {
                        if (Util.Chance(50))
                        {
                            GiveItem(gArgs.Target, player, polishedBone);
                            Step = 4;
                        }
                    }
                }
            }
            else if (e == GamePlayerEvent.GiveItem)
            {
                GiveItemEventArgs gArgs = (GiveItemEventArgs)args;
                if (gArgs.Target.Name == eowylnAstos.Name)
                {
                    if (gArgs.Item.Id_nb == sephucothsHeart.Id_nb && Step == 2)
                    {
                        RemoveItem(eowylnAstos, m_questPlayer, sephucothsHeart);

                        eowylnAstos.TurnTo(m_questPlayer);
                        eowylnAstos.SayTo(m_questPlayer, "You have done well traveler! I will still require one final object to complete the pendant. Seek out a large skeleton and bring from it a piece of polished bone! Return this to me and I shall finish your pendant.");
                        Step = 3;
                    }
                    else if (gArgs.Item.Id_nb == polishedBone.Id_nb && Step == 4)
                    {
                        RemoveItem(eowylnAstos, m_questPlayer, polishedBone);

                        eowylnAstos.TurnTo(m_questPlayer);
                        eowylnAstos.SayTo(m_questPlayer, "Eowyln draws two items before her. Gathering her strength, she shouts.");

                        new RegionTimer(eowylnAstos, new RegionTimerCallback(BuildNecklace), 5000);
                    }
                }
            }
        }
开发者ID:uvbs,项目名称:Dawn-of-Light-core,代码行数:85,代码来源:HeartOfSephucoth.cs

示例12: 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 ...");
            /* First thing we do in here is to search for the NPCs inside
            * the world who comes from the certain Realm. If we find a the players,
            * this means we don't have to create a new one.
            *
            * NOTE: You can do anything you want in this method, you don't have
            * to search for NPC's ... you could create a custom item, place it
            * on the ground and if a player picks it up, he will get the quest!
            * Just examples, do anything you like and feel comfortable with :)
            */

            #region defineNPCS

            GameNPC[] npcs = WorldMgr.GetNPCsByName("Eowyln Astos", eRealm.Albion);

            /* Whops, if the npcs array length is 0 then no npc exists in
                * this users Mob Database, so we simply create one ;-)
                * else we take the existing one. And if more than one exist, we take
                * the first ...
                */
            if (npcs.Length == 0)
            {
                eowylnAstos = new GameNPC();
                eowylnAstos.Model = 35;
                eowylnAstos.Name = "Eowyln Astos";
                if (log.IsWarnEnabled)
                    log.Warn("Could not find " + eowylnAstos.Name + ", creating him ...");
                eowylnAstos.GuildName = "Part of " + questTitle + " Quest";
                eowylnAstos.Realm = eRealm.Albion;
                eowylnAstos.CurrentRegionID = 1;

                GameNpcInventoryTemplate template = new GameNpcInventoryTemplate();
                template.AddNPCEquipment(eInventorySlot.TorsoArmor, 58, 40);
                eowylnAstos.Inventory = template.CloseTemplate();
                eowylnAstos.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard);

                eowylnAstos.Size = 54;
                eowylnAstos.Level = 17;
                eowylnAstos.X = 559680;
                eowylnAstos.Y = 513793;
                eowylnAstos.Z = 2619;
                eowylnAstos.Heading = 3185;

                //You don't have to store the created mob 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)
                    eowylnAstos.SaveIntoDatabase();

                eowylnAstos.AddToWorld();
            }
            else
                eowylnAstos = npcs[0];

            #endregion defineNPCS

            #region defineItems

            // item db check
            sephucothsHeart = GameServer.Database.FindObjectByKey<ItemTemplate>("sephucoths_heart");
            if (sephucothsHeart == null)
            {
                sephucothsHeart = new ItemTemplate();
                sephucothsHeart.Name = "Sephucoth's Heart";
                if (log.IsWarnEnabled)
                    log.Warn("Could not find " + sephucothsHeart.Name + ", creating it ...");
                sephucothsHeart.Level = 0;
                sephucothsHeart.Weight = 0;
                sephucothsHeart.Model = 595;

                sephucothsHeart.Object_Type = (int)eObjectType.GenericItem;
                sephucothsHeart.Id_nb = "sephucoths_heart";
                sephucothsHeart.Price = 0;
                sephucothsHeart.IsPickable = false;
                sephucothsHeart.IsDropable = false;

                sephucothsHeart.Quality = 100;
                sephucothsHeart.Condition = 1000;
                sephucothsHeart.MaxCondition = 1000;
                sephucothsHeart.Durability = 1000;
                sephucothsHeart.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(sephucothsHeart);
            }

            // item db check
            polishedBone = GameServer.Database.FindObjectByKey<ItemTemplate>("polished_bone");
            if (polishedBone == null)
            {
                polishedBone = new ItemTemplate();
//.........这里部分代码省略.........
开发者ID:uvbs,项目名称:Dawn-of-Light-core,代码行数:101,代码来源:HeartOfSephucoth.cs

示例13: 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 ...");

            #region defineNPCs
            GameNPC[] npcs;

            npcs = WorldMgr.GetNPCsByName("Aegan",(eRealm) 2);
            if (npcs.Length == 0)
            {
                Aegan = new DOL.GS.GameNPC();
                    Aegan.Model = 232;
                Aegan.Name = "Aegan";
                if (log.IsWarnEnabled)
                    log.Warn("Could not find " + Aegan.Name + ", creating ...");
                Aegan.GuildName = "Part of " + questTitle + " Quest";
                Aegan.Realm = eRealm.Midgard;
                Aegan.CurrentRegionID = 100;
                Aegan.Size = 51;
                Aegan.Level = 41;
                Aegan.MaxSpeedBase = 191;
                Aegan.Faction = FactionMgr.GetFactionByID(0);
                Aegan.X = 805398;
                Aegan.Y = 725829;
                Aegan.Z = 4700;
                Aegan.Heading = 3595;
                Aegan.RespawnInterval = -1;
                Aegan.BodyType = 0;

                StandardMobBrain brain = new StandardMobBrain();
                brain.AggroLevel = 0;
                brain.AggroRange = 500;
                Aegan.SetOwnBrain(brain);

                //You don't have to store the created mob 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)
                    Aegan.SaveIntoDatabase();

                Aegan.AddToWorld();

            }
            else
            {
                Aegan = npcs[0];
            }

            #endregion

            #region defineItems

            clawofblackmauler = GameServer.Database.FindObjectByKey<ItemTemplate>("clawofblackmauler");
            if (clawofblackmauler == null)
            {
                clawofblackmauler = new ItemTemplate();
                clawofblackmauler.Name = "Claw of Black Mauler";
                if (log.IsWarnEnabled)
                    log.Warn("Could not find " + clawofblackmauler.Name + ", creating it ...");
                clawofblackmauler.Level = 50;
                clawofblackmauler.Weight = 5;
                clawofblackmauler.Model = 1;
                clawofblackmauler.Object_Type = 0;
                clawofblackmauler.Item_Type = 40;
                clawofblackmauler.Id_nb = "clawofblackmauler";
                clawofblackmauler.Hand = 0;
                clawofblackmauler.Price = 0;
                clawofblackmauler.IsPickable = true;
                clawofblackmauler.IsDropable = true;
                clawofblackmauler.IsTradable = true;
                clawofblackmauler.CanDropAsLoot = false;
                clawofblackmauler.Color = 0;
                clawofblackmauler.Bonus = 35; // default bonus
                clawofblackmauler.Bonus1 = 0;
                clawofblackmauler.Bonus1Type = (int) 0;
                clawofblackmauler.Bonus2 = 0;
                clawofblackmauler.Bonus2Type = (int) 0;
                clawofblackmauler.Bonus3 = 0;
                clawofblackmauler.Bonus3Type = (int) 0;
                clawofblackmauler.Bonus4 = 0;
                clawofblackmauler.Bonus4Type = (int) 0;
                clawofblackmauler.Bonus5 = 0;
                clawofblackmauler.Bonus5Type = (int) 0;
                clawofblackmauler.Bonus6 = 0;
                clawofblackmauler.Bonus6Type = (int) 0;
                clawofblackmauler.Bonus7 = 0;
                clawofblackmauler.Bonus7Type = (int) 0;
                clawofblackmauler.Bonus8 = 0;
                clawofblackmauler.Bonus8Type = (int) 0;
                clawofblackmauler.Bonus9 = 0;
                clawofblackmauler.Bonus9Type = (int) 0;
                clawofblackmauler.Bonus10 = 0;
                clawofblackmauler.Bonus10Type = (int) 0;
                clawofblackmauler.ExtraBonus = 0;
                clawofblackmauler.ExtraBonusType = (int) 0;
                clawofblackmauler.Effect = 0;
                clawofblackmauler.Emblem = 0;
//.........这里部分代码省略.........
开发者ID:mynew4,项目名称:DAoC,代码行数:101,代码来源:Learn_The_Hunt.cs

示例14: CreateBriediClone

        protected void CreateBriediClone()
        {
            GameNpcInventoryTemplate template;
            if (briediClone == null)
            {
                briediClone = new GameNPC();
                briediClone.Model = 157;
                briediClone.Name = "Master Briedi";
                briediClone.GuildName = "Part of " + questTitle + " Quest";
                briediClone.Realm = eRealm.Midgard;
                briediClone.CurrentRegionID = 100;

                briediClone.Size = 50;
                briediClone.Level = 45;
                briediClone.X = GameLocation.ConvertLocalXToGlobalX(45394, 100);
                briediClone.Y = GameLocation.ConvertLocalYToGlobalY(39768, 100);
                briediClone.Z = 4709;
                briediClone.Heading = 107;

                template = new GameNpcInventoryTemplate();
                template.AddNPCEquipment(eInventorySlot.TorsoArmor, 348);
                template.AddNPCEquipment(eInventorySlot.LegsArmor, 349);
                template.AddNPCEquipment(eInventorySlot.ArmsArmor, 350);
                template.AddNPCEquipment(eInventorySlot.HandsArmor, 351);
                template.AddNPCEquipment(eInventorySlot.FeetArmor, 352);
                template.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 640);
                briediClone.Inventory = template.CloseTemplate();
                briediClone.SwitchWeapon(GameLiving.eActiveWeaponSlot.TwoHanded);

                //				briediClone.AddNPCEquipment((byte) eEquipmentItems.TORSO, 348, 0, 0, 0);
                //				briediClone.AddNPCEquipment((byte) eEquipmentItems.LEGS, 349, 0, 0, 0);
                //				briediClone.AddNPCEquipment((byte) eEquipmentItems.ARMS, 350, 0, 0, 0);
                //				briediClone.AddNPCEquipment((byte) eEquipmentItems.HAND, 351, 0, 0, 0);
                //				briediClone.AddNPCEquipment((byte) eEquipmentItems.FEET, 352, 0, 0, 0);
                //				briediClone.AddNPCEquipment((byte) eEquipmentItems.TWO_HANDED, 640, 0, 0, 0);

                StandardMobBrain brain = new StandardMobBrain();
                brain.AggroLevel = 0;
                brain.AggroRange = 0;
                briediClone.SetOwnBrain(brain);

                briediClone.AddToWorld();

                GameEventMgr.AddHandler(briediClone, GameLivingEvent.Interact, new DOLEventHandler(TalkToMasterBriedi));
                GameEventMgr.AddHandler(briediClone, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToMasterBriedi));
            }
            else
            {
                briediClone.MoveTo(100, GameLocation.ConvertLocalXToGlobalX(45394, 100), GameLocation.ConvertLocalYToGlobalY(39768, 100), 4709, 107);
            }

            foreach (GamePlayer visPlayer in briediClone.GetPlayersInRadius(WorldMgr.VISIBILITY_DISTANCE))
            {
                visPlayer.Out.SendEmoteAnimation(briediClone, eEmote.Bind);
            }

            for (int i = 0; i < recruits.Length; i++)
            {
                recruits[i] = new GameNPC();

                recruits[i].Name = "Recruit";

                recruits[i].GuildName = "Part of " + questTitle + " Quest";
                recruits[i].Realm = eRealm.Midgard;
                recruits[i].CurrentRegionID = briediClone.CurrentRegionID;

                recruits[i].Size = 50;
                recruits[i].Level = 6;
                recruits[i].X = briediClone.X + Util.Random(-150, 150);
                recruits[i].Y = briediClone.Y + Util.Random(-150, 150);

                recruits[i].Z = briediClone.Z;
                recruits[i].Heading = 187;

                StandardMobBrain brain = new StandardMobBrain();
                brain.AggroLevel = 0;
                brain.AggroRange = 0;
                recruits[i].SetOwnBrain(brain);
            }

            recruits[0].Name = "Recruit Hietan";
            recruits[0].Model = 189;
            template = new GameNpcInventoryTemplate();
            template.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 69);
            template.AddNPCEquipment(eInventorySlot.TorsoArmor, 46);
            template.AddNPCEquipment(eInventorySlot.LegsArmor, 47);
            template.AddNPCEquipment(eInventorySlot.FeetArmor, 50);
            template.AddNPCEquipment(eInventorySlot.ArmsArmor, 48);
            template.AddNPCEquipment(eInventorySlot.HandsArmor, 49);
            recruits[0].Inventory = template.CloseTemplate();
            recruits[0].SwitchWeapon(GameLiving.eActiveWeaponSlot.TwoHanded);

            //			recruits[0].AddNPCEquipment((byte) eEquipmentItems.TWO_HANDED, 69, 0, 0, 0);
            //			recruits[0].AddNPCEquipment((byte) eEquipmentItems.TORSO, 46, 0, 0, 0);
            //			recruits[0].AddNPCEquipment((byte) eEquipmentItems.LEGS, 47, 0, 0, 0);
            //			recruits[0].AddNPCEquipment((byte) eEquipmentItems.FEET, 50, 0, 0, 0);
            //			recruits[0].AddNPCEquipment((byte) eEquipmentItems.ARMS, 48, 0, 0, 0);
            //			recruits[0].AddNPCEquipment((byte) eEquipmentItems.HAND, 49, 0, 0, 0);

            recruits[1].Name = "Recruit Iduki";
//.........这里部分代码省略.........
开发者ID:uvbs,项目名称:Dawn-of-Light-core,代码行数:101,代码来源:Culmination.cs

示例15: 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 ...");

            #region defineNPCs
            GameNPC[] npcs;

            npcs = WorldMgr.GetNPCsByName("Lycla",(eRealm) 2);
            if (npcs.Length == 0)
            {
                Lycla = new DOL.GS.GameNPC();
                    Lycla.Model = 178;
                Lycla.Name = "Lycla";
                if (log.IsWarnEnabled)
                    log.Warn("Could not find " + Lycla.Name + ", creating ...");
                Lycla.GuildName = "Part of " + questTitle + " Quest";
                Lycla.Realm = eRealm.Midgard;
                Lycla.CurrentRegionID = 100;
                Lycla.Size = 48;
                Lycla.Level = 50;
                Lycla.MaxSpeedBase = 191;
                Lycla.Faction = FactionMgr.GetFactionByID(0);
                Lycla.X = 749032;
                Lycla.Y = 814613;
                Lycla.Z = 4408;
                Lycla.Heading = 170;
                Lycla.RespawnInterval = -1;
                Lycla.BodyType = 0;

                StandardMobBrain brain = new StandardMobBrain();
                brain.AggroLevel = 0;
                brain.AggroRange = 500;
                Lycla.SetOwnBrain(brain);

                //You don't have to store the created mob 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)
                    Lycla.SaveIntoDatabase();

                Lycla.AddToWorld();

            }
            else
            {
                Lycla = npcs[0];
            }

            npcs = WorldMgr.GetNPCsByName("Amora",(eRealm) 2);
            if (npcs.Length == 0)
            {
                Amora = new DOL.GS.GameNPC();
                    Amora.Model = 216;
                Amora.Name = "Amora";
                if (log.IsWarnEnabled)
                    log.Warn("Could not find " + Amora.Name + ", creating ...");
                Amora.GuildName = "Part of " + questTitle + " Quest";
                Amora.Realm = eRealm.Midgard;
                Amora.CurrentRegionID = 100;
                Amora.Size = 49;
                Amora.Level = 28;
                Amora.MaxSpeedBase = 191;
                Amora.Faction = FactionMgr.GetFactionByID(0);
                Amora.X = 747714;
                Amora.Y = 814910;
                Amora.Z = 4636;
                Amora.Heading = 3456;
                Amora.RespawnInterval = -1;
                Amora.BodyType = 0;

                StandardMobBrain brain = new StandardMobBrain();
                brain.AggroLevel = 0;
                brain.AggroRange = 500;
                Amora.SetOwnBrain(brain);

                //You don't have to store the created mob 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)
                    Amora.SaveIntoDatabase();

                Amora.AddToWorld();

            }
            else
            {
                Amora = npcs[0];
            }

            npcs = WorldMgr.GetNPCsByName("Kari",(eRealm) 2);
            if (npcs.Length == 0)
            {
                Kari = new GameHealer();
                    Kari.Model = 216;
                Kari.Name = "Kari";
                if (log.IsWarnEnabled)
                    log.Warn("Could not find " + Kari.Name + ", creating ...");
//.........这里部分代码省略.........
开发者ID:mynew4,项目名称:DOLSharp,代码行数:101,代码来源:Amoras_Aid.cs


注:本文中的GameNPC.AddToWorld方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。