本文整理汇总了C#中GamePlayer.AddMoney方法的典型用法代码示例。如果您正苦于以下问题:C# GamePlayer.AddMoney方法的具体用法?C# GamePlayer.AddMoney怎么用?C# GamePlayer.AddMoney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GamePlayer
的用法示例。
在下文中一共展示了GamePlayer.AddMoney方法的4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: OnPlayerSell
/// <summary>
/// Called when a player sells something
/// </summary>
/// <param name="player">Player making the sale</param>
/// <param name="item">The InventoryItem to be sold</param>
/// <returns>true if selling is allowed, false if it should be prevented</returns>
public virtual void OnPlayerSell(GamePlayer player, InventoryItem item)
{
if(item==null || player==null) return;
if (!item.IsDropable)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client, "GameMerchant.OnPlayerSell.CantBeSold"), eChatType.CT_Merchant, eChatLoc.CL_SystemWindow);
return;
}
if (!this.IsWithinRadius(player, GS.ServerProperties.Properties.WORLD_PICKUP_DISTANCE)) // tested
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client, "GameMerchant.OnPlayerSell.TooFarAway", GetName(0, true)), eChatType.CT_Merchant, eChatLoc.CL_SystemWindow);
return;
}
long itemValue = OnPlayerAppraise(player, item, true);
if (itemValue == 0)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client, "GameMerchant.OnPlayerSell.IsntInterested", GetName(0, true), item.GetName(0, false)), eChatType.CT_Merchant, eChatLoc.CL_SystemWindow);
return;
}
if (player.Inventory.RemoveItem(item))
{
string message = LanguageMgr.GetTranslation(player.Client, "GameMerchant.OnPlayerSell.GivesYou", GetName(0, true), Money.GetString(itemValue), item.GetName(0, false));
player.AddMoney(itemValue, message, eChatType.CT_Merchant, eChatLoc.CL_SystemWindow);
InventoryLogging.LogInventoryAction(player, this, eInventoryActionType.Merchant, item.Template, item.Count);
InventoryLogging.LogInventoryAction(this, player, eInventoryActionType.Merchant, itemValue);
return;
}
else
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client, "GameMerchant.OnPlayerSell.CantBeSold"), eChatType.CT_Merchant, eChatLoc.CL_SystemWindow);
}
示例2: CheckOfferQuest
/// <summary>
/// A player has interacted with an object that has a DataQuest.
/// Check to see if we can offer this quest to the player and display the text
/// </summary>
/// <param name="player"></param>
/// <param name="obj"></param>
protected virtual void CheckOfferQuest(GamePlayer player, GameObject obj)
{
// Can we offer this quest to the player?
if (CheckQuestQualification(player))
{
if (StartType == eStartType.InteractComplete)
{
// This quest finishes with the interaction
CharacterXDataQuest charQuest = GetCharacterQuest(player, ID, true);
if (charQuest.Count < MaxQuestCount)
{
if (ExecuteCustomQuestStep(player, 0, eStepCheckType.Finish))
{
if (Description.Trim() != "")
{
SendMessage(player, Description, 0, eChatType.CT_System, eChatLoc.CL_PopupWindow);
}
if (m_finalRewards.Count > 0)
{
lock (player.Inventory)
{
if (player.Inventory.IsSlotsFree(m_finalRewards.Count, eInventorySlot.FirstBackpack, eInventorySlot.LastBackpack))
{
foreach (ItemTemplate item in m_finalRewards)
{
if (item != null)
{
GiveItem((obj is GameLiving ? obj as GameLiving : null), player, item, false);
}
}
}
else
{
SendMessage(player, "Your inventory does not have enough space to finish this quest!", 0, eChatType.CT_System, eChatLoc.CL_PopupWindow);
return;
}
}
}
if (m_rewardXPs.Count > 0 && m_rewardXPs[0] > 0)
{
player.GainExperience(GameLiving.eXPSource.Quest, m_rewardXPs[0]);
}
if (m_rewardMoneys.Count > 0 && m_rewardMoneys[0] > 0)
{
player.AddMoney(m_rewardMoneys[0], "You are awarded {0}!");
InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", player, eInventoryActionType.Quest, m_rewardMoneys[0]);
}
charQuest.Count++;
GameServer.Database.SaveObject(charQuest);
bool add = true;
lock (player.QuestListFinished)
{
foreach (AbstractQuest q in player.QuestListFinished)
{
if (q is DataQuest && (q as DataQuest).ID == ID)
{
add = false;
break;
}
}
}
if (add)
{
player.QuestListFinished.Add(this);
}
player.Out.SendQuestListUpdate();
player.Out.SendMessage(String.Format(LanguageMgr.GetTranslation(player.Client, "AbstractQuest.FinishQuest.Completed", Name)), eChatType.CT_ScreenCenter, eChatLoc.CL_SystemWindow);
player.Out.SendMessage(String.Format(LanguageMgr.GetTranslation(player.Client, "AbstractQuest.FinishQuest.Completed", Name)), eChatType.CT_Important, eChatLoc.CL_SystemWindow);
}
}
return;
}
if (StartType == eStartType.AutoStart)
{
CharacterXDataQuest charQuest = GetCharacterQuest(player, ID, true);
DataQuest dq = new DataQuest(player, obj, DBDataQuest, charQuest);
dq.Step = 1;
player.AddQuest(dq);
if (m_sourceTexts.Count > 0)
{
if (string.IsNullOrEmpty(m_sourceTexts[0]) == false)
{
SendMessage(player, m_sourceTexts[0], 0, eChatType.CT_System, eChatLoc.CL_PopupWindow);
//.........这里部分代码省略.........
示例3: CheckPlayerAcceptQuest
/* This is our callback hook that will be called when the player clicks
* on any button in the quest offer dialog. We check if he accepts or
* declines here...
*/
private static void CheckPlayerAcceptQuest(GamePlayer player, byte response)
{
//We recheck the qualification, because we don't talk to players
//who are not doing the quest
if(dalikor.CanGiveQuest(typeof (Frontiers), player) <= 0)
return;
Frontiers quest = player.IsDoingQuest(typeof (Frontiers)) as Frontiers;
if (quest != null)
return;
if (response == 0x00)
{
SendReply(player, LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.Frontiers.CheckPlayerAcceptQuest.Text1"));
}
else
{
//Check if we can add the quest!
if (!dalikor.GiveQuest(typeof (Frontiers), player, 1))
return;
dalikor.SayTo(player, LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.Frontiers.CheckPlayerAcceptQuest.Text2", player.Name));
GiveItem(dalikor, player, noteForNjiedi);
GiveItem(dalikor, player, askefruerPlans);
player.AddMoney(Money.GetMoney(0, 0, 0, 6, 0), LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.Frontiers.CheckPlayerAcceptQuest.Text3"));
InventoryLogging.LogInventoryAction("(QUEST;" + quest.Name + ")", player, eInventoryActionType.Quest, 600);
}
}
示例4: WithdrawGuildBank
public void WithdrawGuildBank(GamePlayer withdraw, double amount)
{
if (amount < 0)
{
withdraw.Out.SendMessage(LanguageMgr.GetTranslation(withdraw.Client, "Scripts.Player.Guild.WithdrawInvalid"), eChatType.CT_Guild, eChatLoc.CL_SystemWindow);
return;
}
else if ((withdraw.Guild.GetGuildBank() - amount) < 0)
{
withdraw.Out.SendMessage(LanguageMgr.GetTranslation(withdraw.Client, "Scripts.Player.Guild.WithdrawTooMuch"), eChatType.CT_Guild, eChatLoc.CL_SystemWindow);
return;
}
withdraw.Out.SendMessage(LanguageMgr.GetTranslation(withdraw.Client, "Scripts.Player.Guild.Withdrawamount", Money.GetString(long.Parse(amount.ToString()))), eChatType.CT_Guild, eChatLoc.CL_SystemWindow);
withdraw.Guild.UpdateGuildWindow();
m_DBguild.Bank -= amount;
var amt = long.Parse(amount.ToString());
withdraw.AddMoney(amt);
InventoryLogging.LogInventoryAction("(GUILD;" + Name + ")", withdraw, eInventoryActionType.Other, amt);
withdraw.Out.SendUpdatePlayer();
withdraw.SaveIntoDatabase();
withdraw.Guild.SaveIntoDatabase();
return;
}