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C# GamePlayer.UpdatePlayerStatus方法代码示例

本文整理汇总了C#中GamePlayer.UpdatePlayerStatus方法的典型用法代码示例。如果您正苦于以下问题:C# GamePlayer.UpdatePlayerStatus方法的具体用法?C# GamePlayer.UpdatePlayerStatus怎么用?C# GamePlayer.UpdatePlayerStatus使用的例子?那么恭喜您, 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GamePlayer的用法示例。


在下文中一共展示了GamePlayer.UpdatePlayerStatus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: OnEffectStart

		public override void OnEffectStart(GameSpellEffect effect)
		{
			effect.Owner.StartInterruptTimer(effect.Owner.SpellInterruptDuration, AttackData.eAttackType.Spell, Caster);
			player = effect.Owner as GamePlayer;
			if (player == null) return;
			int slot=Util.Random(0, 2);
			m_slot = slots[slot];
			string msg = GlobalConstants.SlotToName((int)m_slot);
			MessageToCaster("You debuff " + effect.Owner.Name + "'s " + msg+"", eChatType.CT_Spell);
			foreach (GamePlayer visPlayer in player.GetPlayersInRadius((ushort)WorldMgr.VISIBILITY_DISTANCE))
				visPlayer.Out.SendSpellEffectAnimation(player, player, (ushort)(13180+slot), 0, false, 0x01);

			item = player.Inventory.GetItem((eInventorySlot)m_slot);
			
			if(item!=null)
			{
				old_item_af=item.DPS_AF;
				old_item_abs=item.SPD_ABS;
				item.DPS_AF -= (int)Spell.Value;
				item.SPD_ABS -= (int)Spell.ResurrectMana;
				if(item.DPS_AF<0) item.DPS_AF=0;
				if(item.SPD_ABS<0) item.SPD_ABS=0;
			
				player.Client.Out.SendInventoryItemsUpdate(new InventoryItem[] { item });
				player.Out.SendCharStatsUpdate();
				player.UpdatePlayerStatus();
				player.Out.SendUpdatePlayer();
				player.Out.SendUpdateWeaponAndArmorStats();
				player.Out.SendCharResistsUpdate();
				
				GameEventMgr.AddHandler(player,GamePlayerEvent.Linkdeath, new DOLEventHandler(EventAction));
				GameEventMgr.AddHandler(player,GamePlayerEvent.Quit, new DOLEventHandler(EventAction));
				GameEventMgr.AddHandler(player,GamePlayerEvent.RegionChanged, new DOLEventHandler(EventAction));
				GameEventMgr.AddHandler(player,GameLivingEvent.Dying, new DOLEventHandler(EventAction));
			}

			base.OnEffectStart(effect);
		}
开发者ID:boscorillium,项目名称:dol,代码行数:38,代码来源:VampArmorDebuff.cs

示例2: Start

        protected virtual void Start(GamePlayer player)
        {
            playertarget = player;
            StartTimers();
            player.DebuffCategory[(int)eProperty.Dexterity] += (int)m_spell.Value;
            player.DebuffCategory[(int)eProperty.Strength] += (int)m_spell.Value;
            player.DebuffCategory[(int)eProperty.Constitution] += (int)m_spell.Value;
            player.DebuffCategory[(int)eProperty.Acuity] += (int)m_spell.Value;
            player.DebuffCategory[(int)eProperty.Piety] += (int)m_spell.Value;
            player.DebuffCategory[(int)eProperty.Empathy] += (int)m_spell.Value;
            player.DebuffCategory[(int)eProperty.Quickness] += (int)m_spell.Value;
            player.DebuffCategory[(int)eProperty.Intelligence] += (int)m_spell.Value;
            player.DebuffCategory[(int)eProperty.Charisma] += (int)m_spell.Value;
            player.DebuffCategory[(int)eProperty.ArmorAbsorption] += (int)m_spell.Value;

            player.Out.SendCharStatsUpdate();
            player.UpdateEncumberance();
            player.UpdatePlayerStatus();
            player.Out.SendUpdatePlayer();
        }
开发者ID:uvbs,项目名称:Dawn-of-Light-core,代码行数:20,代码来源:Arrogance.cs

示例3: ResurrectLiving

		public void ResurrectLiving(GamePlayer resurrectedPlayer, GameLiving rezzer)
		{
			if (rezzer.ObjectState != GameObject.eObjectState.Active)
				return;
			if (rezzer.CurrentRegionID != resurrectedPlayer.CurrentRegionID)
				return;
			resurrectedPlayer.Health = (int)(resurrectedPlayer.MaxHealth * m_resurrectValue / 100);
			resurrectedPlayer.Mana = (int)(resurrectedPlayer.MaxMana * m_resurrectValue / 100);
			resurrectedPlayer.Endurance = (int)(resurrectedPlayer.MaxEndurance * m_resurrectValue / 100); //no endurance after any rez
			resurrectedPlayer.MoveTo(rezzer.CurrentRegionID, rezzer.X, rezzer.Y, rezzer.Z, rezzer.Heading);

            GameLiving living = resurrectedPlayer as GameLiving;
            GameTimer resurrectExpiredTimer = null;
            lock (m_resTimersByLiving.SyncRoot)
            {
                resurrectExpiredTimer = (GameTimer)m_resTimersByLiving[living];
                m_resTimersByLiving.Remove(living);
            }
            if (resurrectExpiredTimer != null)
            {
                resurrectExpiredTimer.Stop();
            }

            resurrectedPlayer.StopReleaseTimer();
			resurrectedPlayer.Out.SendPlayerRevive(resurrectedPlayer);
			resurrectedPlayer.UpdatePlayerStatus();

			GameSpellEffect effect = SpellHandler.FindEffectOnTarget(resurrectedPlayer, GlobalSpells.PvERessurectionIllnessSpellType);
			if (effect != null)
				effect.Cancel(false);
			resurrectedPlayer.Out.SendMessage("You have been resurrected by " + rezzer.GetName(0, false) + "!", eChatType.CT_System, eChatLoc.CL_SystemWindow);
            //Lifeflight: this should make it so players who have been ressurected don't take damage for 5 seconds
            RezDmgImmunityEffect rezImmune = new RezDmgImmunityEffect();
            rezImmune.Start(resurrectedPlayer);

            //Lifeflight: We need to reward rez RPs
            GamePlayer casterPlayer = rezzer as GamePlayer;
            if (casterPlayer != null)
            {
                long rezRps = resurrectedPlayer.LastDeathRealmPoints * (m_resurrectValue + 50) / 1000;
                if (rezRps > 0)
                {
                    casterPlayer.GainRealmPoints(rezRps);
                }
                else
                {
                    casterPlayer.Out.SendMessage("The player you resurrected was not worth realm points on death.", eChatType.CT_Important, eChatLoc.CL_SystemWindow);
                    casterPlayer.Out.SendMessage("You thus get no realm points for the resurrect.", eChatType.CT_Important, eChatLoc.CL_SystemWindow);
                }
            }

        }
开发者ID:Refizul,项目名称:DOL-Kheldron,代码行数:52,代码来源:PerfectRecoveryAbility.cs


注:本文中的GamePlayer.UpdatePlayerStatus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。