本文整理汇总了C#中GamePlayer.UpdateSpellLineLevels方法的典型用法代码示例。如果您正苦于以下问题:C# GamePlayer.UpdateSpellLineLevels方法的具体用法?C# GamePlayer.UpdateSpellLineLevels怎么用?C# GamePlayer.UpdateSpellLineLevels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.UpdateSpellLineLevels方法的2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: RespecDialogResponse
protected void RespecDialogResponse(GamePlayer player, byte response)
{
if (response != 0x01) return; //declined
int specPoints = 0;
int realmSpecPoints = 0;
if (player.TempProperties.getProperty(ALL_RESPEC, false))
{
specPoints = player.RespecAll();
player.TempProperties.removeProperty(ALL_RESPEC);
}
if (player.TempProperties.getProperty(DOL_RESPEC, false))
{
specPoints = player.RespecDOL();
player.TempProperties.removeProperty(DOL_RESPEC);
}
if (player.TempProperties.getProperty(RA_RESPEC, false))
{
realmSpecPoints = player.RespecRealm();
player.TempProperties.removeProperty(RA_RESPEC);
}
if (player.TempProperties.getProperty<object>(LINE_RESPEC, null) != null)
{
Specialization specLine = (Specialization)player.TempProperties.getProperty<object>(LINE_RESPEC, null);
specPoints = player.RespecSingle(specLine);
player.TempProperties.removeProperty(LINE_RESPEC);
}
if (player.TempProperties.getProperty(BUY_RESPEC, false))
{
player.TempProperties.removeProperty(BUY_RESPEC);
if (player.RespecCost >= 0 && player.RemoveMoney(player.RespecCost * 10000))
{
InventoryLogging.LogInventoryAction(player, "(respec)", eInventoryActionType.Merchant, player.RespecCost * 10000);
player.RespecAmountSingleSkill++;
player.RespecBought++;
DisplayMessage(player, "You bought a single line respec!");
}
player.Out.SendUpdateMoney();
}
// Assign full points returned
if (specPoints > 0)
{
player.SkillSpecialtyPoints += specPoints;
player.RemoveAllStyles(); // Kill styles
player.UpdateSpellLineLevels(false);
DisplayMessage(player, "You regain " + specPoints + " specialization points!");
}
if (realmSpecPoints > 0)
{
player.RealmSpecialtyPoints += realmSpecPoints;
DisplayMessage(player, "You regain " + realmSpecPoints + " realm specialization points!");
}
player.RefreshSpecDependantSkills(false);
// Notify Player of points
player.Out.SendUpdatePlayerSkills();
player.Out.SendUpdatePoints();
player.Out.SendUpdatePlayer();
player.SendTrainerWindow();
player.SaveIntoDatabase();
}
示例2: PromotePlayer
/// <summary>
/// Called to promote a player
/// </summary>
/// <param name="player">the player to promote</param>
/// <param name="classid">the new classid</param>
/// <param name="messageToPlayer">the message for the player</param>
/// <param name="gifts">Array of inventory items as promotion gifts</param>
/// <returns>true if successfull</returns>
public bool PromotePlayer(GamePlayer player, int classid, string messageToPlayer, InventoryItem[] gifts)
{
if (player == null) return false;
ICharacterClass oldClass = player.CharacterClass;
// Player was promoted
if (player.SetCharacterClass(classid))
{
player.RemoveAllStyles();
if (messageToPlayer != "")
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client, "GameTrainer.PromotePlayer.Says", this.Name, messageToPlayer), eChatType.CT_System, eChatLoc.CL_PopupWindow);
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client, "GameTrainer.PromotePlayer.Upgraded", player.CharacterClass.Name), eChatType.CT_Important, eChatLoc.CL_SystemWindow);
player.CharacterClass.OnLevelUp(player, player.Level);
player.UpdateSpellLineLevels(true);
player.RefreshSpecDependantSkills(true);
player.StartPowerRegeneration();
//player.Out.SendUpdatePlayerSpells();
player.Out.SendUpdatePlayerSkills();
player.Out.SendUpdatePlayer();
// Initiate equipment
if (gifts != null && gifts.Length > 0)
{
for (int i = 0; i < gifts.Length; i++)
{
player.ReceiveItem(this, gifts[i]);
}
}
// after gifts
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client, "GameTrainer.PromotePlayer.Accepted", player.CharacterClass.Profession), eChatType.CT_Important, eChatLoc.CL_SystemWindow);
Notify(GameTrainerEvent.PlayerPromoted, this, new PlayerPromotedEventArgs(player, oldClass));
player.SaveIntoDatabase();
return true;
}
return false;
}