本文整理汇总了C#中GamePlayer.RemoveBountyPoints方法的典型用法代码示例。如果您正苦于以下问题:C# GamePlayer.RemoveBountyPoints方法的具体用法?C# GamePlayer.RemoveBountyPoints怎么用?C# GamePlayer.RemoveBountyPoints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.RemoveBountyPoints方法的3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: Invoke
public void Invoke(GamePlayer player, int payType, GameKeepHookPoint hookpoint, GameKeepComponent component)
{
if (!hookpoint.IsFree)
{
player.Out.SendMessage("The hookpoint is already used!", eChatType.CT_Merchant, eChatLoc.CL_SystemWindow);
return;
}
//1=or 2=BP 3=GuildBP 4=contract
//todo enum
switch (payType)
{
case 1:
{
if (!player.RemoveMoney(Gold * 100 * 100, "You buy " + this.GetName(1, false) + "."))
{
InventoryLogging.LogInventoryAction(player, "(keep)", eInventoryActionType.Merchant, Gold * 10000);
player.Out.SendMessage("You dont have enough money!", eChatType.CT_Merchant, eChatLoc.CL_SystemWindow);
return;
}
} break;
case 2:
{
if (!player.RemoveBountyPoints(Gold, "You buy " + this.GetName(1, false) + "."))
{
player.Out.SendMessage("You dont have enough bounty point!", eChatType.CT_Merchant, eChatLoc.CL_SystemWindow);
return;
}
} break;
case 3:
{
if (player.Guild == null) return;
if (!player.Guild.RemoveBountyPoints(Gold))
{
player.Out.SendMessage("You dont have enough bounty point!", eChatType.CT_Merchant, eChatLoc.CL_SystemWindow);
return;
}
else
player.Out.SendMessage("You buy " + this.GetName(1, false) + ".", eChatType.CT_Merchant, eChatLoc.CL_SystemWindow);
} break;
case 4:
{
player.Out.SendMessage("NOT IMPLEMENTED YET, SORRY", eChatType.CT_Merchant, eChatLoc.CL_SystemWindow);
return;
}
}
GameLiving hookPointObj = CreateHPInstance(this.GameObjectType);
if (hookPointObj == null) return;
//use default value so no need to load
//hookPointObj.LoadFromDatabase(this.ObjectTemplate);
hookPointObj.CurrentRegion = player.CurrentRegion;
hookPointObj.Realm = hookpoint.Component.Keep.Realm;
if (hookPointObj is GameSiegeWeapon)
((GameSiegeWeapon)hookPointObj).EnableToMove = false;
hookPointObj.X = hookpoint.X;
hookPointObj.Y = hookpoint.Y;
hookPointObj.Z = hookpoint.Z;
hookPointObj.Heading = hookpoint.Heading;
if (hookPointObj is GameSiegeWeapon)
(hookPointObj as GameSiegeWeapon).HookPoint = hookpoint;
if (hookPointObj is IKeepItem)
(hookPointObj as IKeepItem).Component = component;
if (hookPointObj is GameSiegeCauldron)
(hookPointObj as GameSiegeCauldron).Component = component;
if (hookPointObj is GameKeepGuard)
{
(hookPointObj as GameKeepGuard).HookPoint = hookpoint;
Keeps.TemplateMgr.RefreshTemplate(hookPointObj as GameKeepGuard);
}
if (hookPointObj is GameNPC)
{
((GameNPC)hookPointObj).RespawnInterval = -1;//do not respawn
}
hookPointObj.AddToWorld();
if (hookPointObj is GameKeepGuard)
{
(hookPointObj as GameKeepGuard).Component.Keep.Guards.Add(hookPointObj.ObjectID, hookPointObj);
((GameNPC)hookPointObj).RespawnInterval = Util.Random(10, 30) * 60 * 1000;
}
hookpoint.Object = hookPointObj;
//create the db entry
Database.DBKeepHookPointItem item = new DOL.Database.DBKeepHookPointItem(component.Keep.KeepID, component.ID, hookpoint.ID, GameObjectType);
GameServer.Database.AddObject(item);
}
示例2: SetProc
public void SetProc(GamePlayer player, int proc)
{
InventoryItem item = player.TempProperties.getProperty<InventoryItem>(TempProperty);
player.TempProperties.removeProperty(TempProperty);
if (item == null || item.OwnerID != player.InternalID || item.OwnerID == null)
return;
player.Inventory.RemoveItem(item);
ItemUnique unique = new ItemUnique(item.Template);
unique.ProcSpellID = proc;
GameServer.Database.AddObject(unique);
player.RemoveBountyPoints(300);
InventoryItem newInventoryItem = GameInventoryItem.Create<ItemUnique>(unique);
player.Inventory.AddItem(eInventorySlot.FirstEmptyBackpack, newInventoryItem);
player.Out.SendInventoryItemsUpdate(new InventoryItem[] { newInventoryItem });
SendReply(player, "My work upon " + item.Name + " is complete.\n Farewell " + player.Name + ".");
}
示例3: SetModel
public void SetModel(GamePlayer player, int number)
{
InventoryItem item = player.TempProperties.getProperty<InventoryItem>(TempProperty);
player.TempProperties.removeProperty(TempProperty);
if (item == null || item.OwnerID != player.InternalID || item.OwnerID == null)
return;
player.Inventory.RemoveItem(item);
ItemUnique unique = new ItemUnique(item.Template);
unique.Model = number;
GameServer.Database.AddObject(unique);
InventoryItem newInventoryItem = GameInventoryItem.Create<ItemUnique>(unique);
player.Inventory.AddItem(eInventorySlot.FirstEmptyBackpack, newInventoryItem);
player.Out.SendInventoryItemsUpdate(new InventoryItem[] { newInventoryItem });
player.RemoveBountyPoints(300);
player.SaveIntoDatabase();
}