当前位置: 首页>>代码示例>>C#>>正文


C# Player.isDead方法代码示例

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


在下文中一共展示了Player.isDead方法的12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: canThieveChest

 protected static bool canThieveChest(Player p, int index, ushort chestId, int x, int y)
 {
     if (p == null || p.isDead() || p.isDestroyed() || p.isDisconnected())
     {
         return false;
     }
     if (!Server.getGlobalObjects().objectExists(chestId, new Location(x, y, 0)))
     {
         Misc.WriteError(p.getLoginDetails().getUsername() + " tried to steal from a non existing chest!");
         return false;
     }
     if (p.getInventory().getTotalFreeSlots() < CHEST_REWARD[index].Length)
     {
         p.getPackets().sendMessage("You don't have enough free inventory space for the loot from that chest.");
         return false;
     }
     if (!Server.getGlobalObjects().originalObjectExists(chestId, new Location(x, y, 0)))
     {
         return false;
     }
     if (p.getSkills().getGreaterLevel(Skills.SKILL.THIEVING) < CHEST_LVL[index])
     {
         p.getPackets().sendMessage("You need a Thieving level of " + CHEST_LVL[index] + " to steal from this chest.");
         return false;
     }
     return true;
 }
开发者ID:ramatronics,项目名称:rsps,代码行数:27,代码来源:Thieving.cs

示例2: openSlayerShop

 public static bool openSlayerShop(Player p, Npc npc)
 {
     int id = npc.getId();
     if (id != 8273 && id != 1597 && id != 8274 && id != 1598 && id != 8275 || p.isDead()) {
         return false;
     }
     p.setEntityFocus(npc.getClientIndex());
     AreaEvent openSlayerShopAreaEvent = new AreaEvent(p, npc.getLocation().getX()-1, npc.getLocation().getY()-1, npc.getLocation().getX()+1, npc.getLocation().getY()+1);
     openSlayerShopAreaEvent.setAction(() => {
         p.setFaceLocation(npc.getLocation());
         npc.setFaceLocation(p.getLocation());
         p.setShopSession(new ShopSession(p, 2));
     });
     Server.registerCoordinateEvent(openSlayerShopAreaEvent);
     return true;
 }
开发者ID:Krill156,项目名称:SharpEMU,代码行数:16,代码来源:Slayer.cs

示例3: openPointsInterface

 public static bool openPointsInterface(Player p, Npc npc)
 {
     int id = npc.getId();
     if (id != 8273 && id != 1597 && id != 8274 && id != 1598 && id != 8275 || p.isDead()) {
         return false;
     }
     p.setEntityFocus(npc.getClientIndex());
     AreaEvent openPointsInterfaceAreaEvent = new AreaEvent(p, npc.getLocation().getX()-1, npc.getLocation().getY()-1, npc.getLocation().getX()+1, npc.getLocation().getY()+1);
     openPointsInterfaceAreaEvent.setAction(() => {
         p.setEntityFocus(65535);
         npc.setFaceLocation(p.getLocation());
         displayPoints(p, 1);
     });
     Server.registerCoordinateEvent(openPointsInterfaceAreaEvent);
     return true;
 }
开发者ID:Krill156,项目名称:SharpEMU,代码行数:16,代码来源:Slayer.cs

示例4: canThieveNpc

 private static bool canThieveNpc(Player p, Npc npc, int index)
 {
     if (p == null || npc == null || npc.isDead() || npc.isHidden() || npc.isDestroyed() || p.isDead() || p.isDestroyed()) {
         return false;
     }
     if (!p.getLocation().withinDistance(npc.getLocation(), 2)) {
         return false;
     }
     if (p.getSkills().getGreaterLevel(Skills.SKILL.THIEVING) < NPC_LVL[index]) {
         p.getPackets().sendMessage("You need a Thieving level of " + NPC_LVL[index] + " to rob this Npc.");
         p.setFaceLocation(npc.getLocation());
         return false;
     }
     if (p.getInventory().findFreeSlot() == -1) {
         p.getPackets().sendMessage("You need a free inventory space for any potential loot.");
         return false;
     }
     if (p.getTemporaryAttribute("stunned") != null) {
         return false;
     }
     if (p.getTemporaryAttribute("lastPickPocket") != null) {
         if (Environment.TickCount - (int)p.getTemporaryAttribute("lastPickPocket") < 1500) {
             return false;
         }
     }
     return true;
 }
开发者ID:Krill156,项目名称:SharpEMU,代码行数:27,代码来源:Thieving.cs

示例5: canThieveStall

 private static bool canThieveStall(Player p, int index, ushort stallId, int x, int y)
 {
     if (p == null || p.isDead() || p.isDestroyed() || p.isDisconnected()) {
         return false;
     }
     if (!Server.getGlobalObjects().objectExists(stallId, new Location(x, y, 0))) {
         misc.WriteError(p.getLoginDetails().getUsername() + " tried to steal from a non existing stall!");
         return false;
     }
     if (p.getInventory().findFreeSlot() == -1) {
         p.getPackets().sendMessage("You need a free inventory space for any potential loot.");
         return false;
     }
     if (!Server.getGlobalObjects().originalObjectExists(stallId, new Location(x, y, 0))) {
         return false;
     }
     if (p.getSkills().getGreaterLevel(Skills.SKILL.THIEVING) < STALL_LVL[index]) {
         p.getPackets().sendMessage("You need a Thieving level of " + STALL_LVL[index] + " to steal from this stall.");
         return false;
     }
     return true;
 }
开发者ID:Krill156,项目名称:SharpEMU,代码行数:22,代码来源:Thieving.cs

示例6: harvestFruit

 private static void harvestFruit(Player p,  Patch patch)
 {
     if (p.getTemporaryAttribute("unmovable") != null) {
         return;
     }
     p.setLastAnimation(new Animation(2282));
     p.setTemporaryAttribute("unmovable", true);
     patch.setWeeding(true);
     Event harvestFruitEvent = new Event(1700);
     harvestFruitEvent.setAction(() => {
         if (patch.getStatus() == patch.chopStatus() || p.isDisconnected() || p.isDestroyed() || p.isDead() || p.getTemporaryAttribute("teleporting") != null) {
             harvestFruitEvent.stop();
             return;
         }
         p.setLastAnimation(new Animation(2282));
         string s = patch.getSeedIndex() == 41 ? "leaf " : "";
         Event harvestingFruitEvent = new Event(800);
         harvestingFruitEvent.setAction(() => {
             harvestingFruitEvent.stop();
             p.getPackets().sendMessage("You pick " + (string)SEEDS[patch.getSeedIndex()][9] + " " + (string)SEEDS[patch.getSeedIndex()][7] + s + " from the tree.");
             p.getSkills().addXp(Skills.SKILL.FARMING, (double)SEEDS[patch.getSeedIndex()][8]);
             p.getInventory().addItemOrGround((int)SEEDS[patch.getSeedIndex()][2], 1);
             patch.setStatus(patch.getStatus() - 1);
             if (patch.getStatus() == 5) { // We have taken all the fruit (it is 5 after we lower the status above)
                 patch.setStatus(13); // Chop option
                 p.removeTemporaryAttribute("unmovable");
                 patch.setWeeding(false);
             }
             setConfig(p, patch);
         });
         Server.registerEvent(harvestingFruitEvent);
     });
     Server.registerEvent(harvestFruitEvent);
 }
开发者ID:slapglif,项目名称:runescape-server-csharp,代码行数:34,代码来源:Farming.cs

示例7: Run

        public override void Run()
        {
            while(true) // Loops a game
            {
                SCORE = 0;
                SPEED = 800;

            Player currentPlayer = new Player(0, 4);
                Enemy[] enemies = new Enemy[6] { new Enemy(8, 3), new Enemy(12, 5),
                new Enemy(16, 7), new Enemy(20, 3), new Enemy(24, 6), new Enemy(28,  2) };

                SenseHat.Display.Clear();

                while (true) //Loops a tick
                {
                    Vector3 piTilt = new Vector3(0, 0, 0);

                    if (SenseHat.Sensors.ImuSensor.Update())
                        if (SenseHat.Sensors.Acceleration.HasValue)
                            piTilt = SenseHat.Sensors.Acceleration.Value;

                    SenseHat.Display.Clear(); // Clear the screen.

                    currentPlayer.updatePosition(piTilt); // Move the pixel.

                    SenseHat.Display.Screen[currentPlayer.x, currentPlayer.y] = Colors.Green; // Draw the player.

                    foreach (Enemy badGuy in enemies) //Loop through enemies and draw
                    {
                        badGuy.move();
                        if (badGuy.x > 7)
                            continue;

                        SenseHat.Display.Screen[badGuy.x, badGuy.y] = Colors.Red;
                    }

                    SenseHat.Display.Update(); // Update the physical display.

                    Sleep(TimeSpan.FromMilliseconds(SPEED)); // Take a short nap.

                    if (currentPlayer.isDead(enemies))
                    {
                        SenseHat.Display.Clear();
                        SenseHat.Display.Update(); // Update the physical display.
                        Sleep(TimeSpan.FromMilliseconds(300));

                        for (int i = 4; i > 0; i--)
                        {
                            SenseHat.Display.Screen[currentPlayer.x, currentPlayer.y] = Colors.Green; // Draw the player.
                            SenseHat.Display.Update(); // Update the physical display.
                            Sleep(TimeSpan.FromMilliseconds(300));

                            SenseHat.Display.Screen[currentPlayer.x, currentPlayer.y] = Colors.Red; // Draw the player.
                            SenseHat.Display.Update(); // Update the physical display.
                            Sleep(TimeSpan.FromMilliseconds(300));
                        }

                        break;
                    }
                    if (SenseHat.Joystick.Update() && (SenseHat.Joystick.EnterKey == KeyState.Pressing))
                    {
                        // The middle button is just pressed.
                        while (true)
                        {
                            if (SenseHat.Joystick.Update() && (SenseHat.Joystick.EnterKey == KeyState.Pressing))
                            {
                                // The middle button is just pressed.
                                break;
                            }
                        }

                    }
                }

                String scoreString = "Game Over! Score: " + SCORE + "!";
                if (SCORE > HIGH_SCORE)
                {
                    HIGH_SCORE = SCORE;
                    scoreString += " New High Score !!!";
                }
                BwScrollText textScroller = new BwScrollText(SenseHat, scoreString);
                textScroller.Run();
                SenseHat.Display.Clear();
                SenseHat.Display.Update();
            }
        }
开发者ID:matt-auckland,项目名称:Gyro-SideScroller,代码行数:86,代码来源:SideScroller.cs

示例8: canTeleport

 private static bool canTeleport(Player p, int teleport)
 {
     if (p.getTemporaryAttribute("teleporting") != null)
     {
         return false;
     }
     if (p.getDuel() != null)
     {
         if (p.getDuel().getStatus() == 5 || p.getDuel().getStatus() == 6)
         {
             p.getPackets().sendMessage("You cannot teleport whilst in a duel.");
             return false;
         }
     }
     if (Location.inFightCave(p.getLocation()))
     {
         FightCave.antiTeleportMessage(p);
         return false;
     }
     if (p.getTemporaryAttribute("teleblocked") != null)
     {
         p.getPackets().sendMessage("A magical force prevents you from teleporting!");
         return false;
     }
     if (p.getTemporaryAttribute("unmovable") != null || p.getTemporaryAttribute("cantDoAnything") != null)
     {
         return false;
     }
     if (p.getSkills().getGreaterLevel(Skills.SKILL.MAGIC) < TELEPORT_LVL[teleport])
     {
         p.getPackets().sendMessage("You need a Magic level of " + TELEPORT_LVL[teleport] + " to use this teleport!");
         return false;
     }
     if (!hasRunes(p, TELEPORT_RUNES[teleport], TELEPORT_RUNES_AMOUNT[teleport]))
     {
         p.getPackets().sendMessage("You do not have enough runes to cast this teleport.");
         return false;
     }
     if (Location.inFightPits(p.getLocation()))
     {
         p.getPackets().sendMessage("You are unable to teleport from the fight pits.");
         return false;
     }
     if (Location.inWilderness(p.getLocation()) && p.getLocation().wildernessLevel() >= 20)
     {
         p.getPackets().sendMessage("You cannot teleport above level 20 wilderness!");
         return false;
     }
     if (p.isDead())
     {
         return false;
     }
     return true;
 }
开发者ID:ramatronics,项目名称:rsps,代码行数:54,代码来源:Teleport.cs

示例9: unregister

        /**
         * Unregister a player.
         * @param p as Player
         */
        public static void unregister(Player p)
        {
            if (p.getTrade() != null)
            {
                p.getTrade().decline();
                p.setTrade(null);
            }
            minigames.getFightPits().removeWaitingPlayer(p);
            minigames.getFightPits().removePlayingPlayer(p);
            if (p.getTemporaryAttribute("cantDoAnything") != null && Location.inFightPits(p.getLocation()))
            {
                minigames.getFightPits().useOrb(p, 5);
                return;
            }
            if (Location.inFightPits(p.getLocation()))
            {
                Server.getMinigames().getFightPits().teleportToWaitingRoom(p, false);
                return;
            }
            if (p.getFightCave() != null)
            {
                if (!p.getFightCave().isGamePaused())
                {
                    p.getFightCave().teleFromCave(true);
                    return;
                }
                else
                {
                    p.setLocation(new Location(2439, 5169, 0));
                }
            }
            if (!Combat.isXSecondsSinceCombat(p, p.getLastAttacked(), 10000) || p.isDead() || p.getTemporaryAttribute("unmovable") != null)
            {
                return;
            }
            if (p.getDuel() != null)
            {
                if (p.getDuel().getStatus() == 8)
                {
                    if (p.getDuel().getWinner().Equals(p))
                    {
                        p.getDuel().recieveWinnings(p);
                    }
                }
                else
                {
                    if (p.getDuel().getStatus() == 5 || p.getDuel().getStatus() == 6)
                    {
                        p.getDuel().finishDuel(true, true);
                    }
                }
            }
            removeAllPlayersNPCs(p);

            foreach (Player p2 in players)
            {
                if (p == p2) continue;
                //Remove me from anyone who has Seen me.. or attempting to see me (new players).
                if (p2.getLocalEnvironment().getSeenPlayers().Contains(p) || p2.getLocalEnvironment().getNewPlayers().Contains(p))
                    p2.getLocalEnvironment().getRemovedPlayers().Add(p);
            }

            clanManager.leaveChannel(p);
            loginHandler.addSavePlayer(p);
            players.Remove(p);
            p.getFriends().unregistered();
            Console.WriteLine("Unregistered " + p.getLoginDetails().getUsername() + " [online = " + players.Count + "]");
        }
开发者ID:ramatronics,项目名称:rsps,代码行数:72,代码来源:Server.cs

示例10: togglePrayer

 public static void togglePrayer(Player p, Prayer prayer)
 {
     if (p.isDead()) {
         return;
     }
     if (p.getSkills().getCurLevel(Skills.SKILL.PRAYER) <= 0)
     {
         deactivateAllPrayers(p);
         return;
     }
     p.getPackets().softCloseInterfaces();
     bool usingPrayer = isPrayerActive(p);
     switch(prayer) {
             case Prayer.THICK_SKIN: // thick skin
                 if (p.getPrayers().getDefencePrayer() != 1) {
                     p.getPrayers().setDefencePrayer(1);
                     p.getPrayers().setSuperPrayer(0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.ROCK_SKIN], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.STEEL_SKIN], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.CHIVALRY], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.PIETY], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.THICK_SKIN], 1);
                     p.getPrayers().setPrayerActive(Prayer.THICK_SKIN, true); // thick skin
                     p.getPrayers().setPrayerActive(Prayer.ROCK_SKIN, false); // rock skin
                     p.getPrayers().setPrayerActive(Prayer.STEEL_SKIN, false); // steel skin
                     p.getPrayers().setPrayerActive(Prayer.CHIVALRY, false); // chivalry
                     p.getPrayers().setPrayerActive(Prayer.PIETY, false); // piety
                 } else if (p.getPrayers().getDefencePrayer() == 1) {
                     p.getPrayers().setDefencePrayer(0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.THICK_SKIN], 0);
                     p.getPrayers().setPrayerActive(Prayer.THICK_SKIN, false);
                 }
                 break;
             case Prayer.ROCK_SKIN: // rock skin
                 if (p.getPrayers().getDefencePrayer() != 2) {
                     p.getPrayers().setDefencePrayer(2);
                     p.getPrayers().setSuperPrayer(0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.THICK_SKIN], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.STEEL_SKIN], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.CHIVALRY], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.PIETY], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.ROCK_SKIN], 1);
                     p.getPrayers().setPrayerActive(Prayer.THICK_SKIN, false); // thick skin
                     p.getPrayers().setPrayerActive(Prayer.ROCK_SKIN, true); // rock skin
                     p.getPrayers().setPrayerActive(Prayer.STEEL_SKIN, false); // steel skin
                     p.getPrayers().setPrayerActive(Prayer.CHIVALRY, false); // chivalry
                     p.getPrayers().setPrayerActive(Prayer.PIETY, false); // piety
                 } else if (p.getPrayers().getDefencePrayer() == 2) {
                     p.getPrayers().setDefencePrayer(0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.ROCK_SKIN], 0);
                     p.getPrayers().setPrayerActive(Prayer.ROCK_SKIN, false);
                 }
                 break;
             case Prayer.STEEL_SKIN: // steel skin
                 if (p.getPrayers().getDefencePrayer() != 3) {
                     p.getPrayers().setDefencePrayer(3);
                     p.getPrayers().setSuperPrayer(0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.THICK_SKIN], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.ROCK_SKIN], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.CHIVALRY], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.PIETY], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.STEEL_SKIN], 1);
                     p.getPrayers().setPrayerActive(Prayer.THICK_SKIN, false); // thick skin
                     p.getPrayers().setPrayerActive(Prayer.ROCK_SKIN, false); // rock skin
                     p.getPrayers().setPrayerActive(Prayer.STEEL_SKIN, true); // steel skin
                     p.getPrayers().setPrayerActive(Prayer.CHIVALRY, false); // chivalry
                     p.getPrayers().setPrayerActive(Prayer.PIETY, false); // piety
                 } else if (p.getPrayers().getDefencePrayer() == 3) {
                     p.getPrayers().setDefencePrayer(0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.STEEL_SKIN], 0);
                     p.getPrayers().setPrayerActive(Prayer.STEEL_SKIN, false);
                 }
                 break;
             case Prayer.BURST_OF_STRENGTH: // burst of strength
                 if (p.getPrayers().getStrengthPrayer() != 1) {
                     p.getPrayers().setStrengthPrayer(1);
                     p.getPrayers().setSuperPrayer(0);
                     p.getPrayers().setRangePrayer(0);
                     p.getPrayers().setMagicPrayer(0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.SUPERHUMAN_STRENGTH], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.ULTIMATE_STRENGTH], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.CHIVALRY], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.PIETY], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.SHARP_EYE], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.EAGLE_EYE], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.HAWK_EYE], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.MYSTIC_WILL], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.MYSTIC_LORE], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.MYSTIC_MIGHT], 0);
                     p.getPackets().sendConfig(PRAYER_CONFIG[(int)Prayer.BURST_OF_STRENGTH], 1);
                     p.getPrayers().setPrayerActive(Prayer.BURST_OF_STRENGTH, true); // burst of strength
                     p.getPrayers().setPrayerActive(Prayer.SUPERHUMAN_STRENGTH, false); // superhuman strength
                     p.getPrayers().setPrayerActive(Prayer.ULTIMATE_STRENGTH, false); // ultimate strength
                     p.getPrayers().setPrayerActive(Prayer.CHIVALRY, false); // chivalry
                     p.getPrayers().setPrayerActive(Prayer.PIETY, false); // piety
                     p.getPrayers().setPrayerActive(Prayer.SHARP_EYE, false); // sharp eye
                     p.getPrayers().setPrayerActive(Prayer.HAWK_EYE, false); // hawk eye
                     p.getPrayers().setPrayerActive(Prayer.EAGLE_EYE, false); // eagle eye
                     p.getPrayers().setPrayerActive(Prayer.MYSTIC_WILL, false); // mystic will
                     p.getPrayers().setPrayerActive(Prayer.MYSTIC_LORE, false); // mystic lore
//.........这里部分代码省略.........
开发者ID:slapglif,项目名称:runescape-server-csharp,代码行数:101,代码来源:Prayer.cs

示例11: startPrayerDrainEvent

 public static void startPrayerDrainEvent(Player p)
 {
     Event prayerDrainEvent = new Event(600);
     prayerDrainEvent.setAction(() => {
         if (p == null || p.isDead() || !isPrayerActive(p)) {
             prayerDrainEvent.stop();
             return;
         }
         double amountDrain = 0.0;
         foreach (Prayer prayer in Enum.GetValues(typeof(Prayer)))
         {
             if(p.getPrayers().isPrayerActive(prayer)) {
                 double drain = DRAIN_RATE[(int)prayer];
                 double bonus = (0.035 * p.getEquipment().getBonus(Equipment.BONUS.PRAYER));
                 drain = drain * (1 + bonus);
                 drain = 0.6 / drain;
                 amountDrain += drain;
             }
         }
         p.decreasePrayerPoints(amountDrain);
         if(p.getSkills().getCurLevel(Skills.SKILL.PRAYER) <= 0)
             prayerDrainEvent.stop();
     });
     Server.registerEvent(prayerDrainEvent);
 }
开发者ID:slapglif,项目名称:runescape-server-csharp,代码行数:25,代码来源:Prayer.cs

示例12: togglePrayer

        public static void togglePrayer(Player p, int prayerType, int prayerID)
        {
            if (p.isDead())
            {
                return;
            }
            if (p.getSkills().getCurLevel(Skills.SKILL.PRAYER) <= 0)
            {
                deactivateAllPrayers(p);
                return;
            }
            p.getPackets().softCloseInterfaces();
            bool usingPrayer = isPrayerActive(p);
            switch (prayerType)
            {
                case 1: // defence prayers
                    switch (prayerID)
                    {
                        case 1: // thick skin
                            if (p.getPrayers().getDefencePrayer() != 1)
                            {
                                p.getPrayers().setDefencePrayer(1);
                                p.getPrayers().setSuperPrayer(0);
                                p.getPackets().sendConfig(86, 0);
                                p.getPackets().sendConfig(92, 0);
                                p.getPackets().sendConfig(1052, 0);
                                p.getPackets().sendConfig(1053, 0);
                                p.getPackets().sendConfig(83, 1);
                                p.getPrayers().setPrayerActive(0, true); // thick skin
                                p.getPrayers().setPrayerActive(5, false); // rock skin
                                p.getPrayers().setPrayerActive(13, false); // steel skin
                                p.getPrayers().setPrayerActive(25, false); // chivalry
                                p.getPrayers().setPrayerActive(26, false); // piety
                            }
                            else if (p.getPrayers().getDefencePrayer() == 1)
                            {
                                p.getPrayers().setDefencePrayer(0);
                                p.getPackets().sendConfig(83, 0);
                                p.getPrayers().setPrayerActive(0, false);
                            }
                            break;

                        case 2: // rock skin
                            if (p.getPrayers().getDefencePrayer() != 2)
                            {
                                p.getPrayers().setDefencePrayer(2);
                                p.getPrayers().setSuperPrayer(0);
                                p.getPackets().sendConfig(83, 0);
                                p.getPackets().sendConfig(92, 0);
                                p.getPackets().sendConfig(1052, 0);
                                p.getPackets().sendConfig(1053, 0);
                                p.getPackets().sendConfig(86, 1);
                                p.getPrayers().setPrayerActive(0, false); // thick skin
                                p.getPrayers().setPrayerActive(5, true); // rock skin
                                p.getPrayers().setPrayerActive(13, false); // steel skin
                                p.getPrayers().setPrayerActive(25, false); // chivalry
                                p.getPrayers().setPrayerActive(26, false); // piety
                            }
                            else if (p.getPrayers().getDefencePrayer() == 2)
                            {
                                p.getPrayers().setDefencePrayer(0);
                                p.getPackets().sendConfig(86, 0);
                                p.getPrayers().setPrayerActive(5, false);
                            }
                            break;

                        case 3: // steel skin
                            if (p.getPrayers().getDefencePrayer() != 3)
                            {
                                p.getPrayers().setDefencePrayer(3);
                                p.getPrayers().setSuperPrayer(0);
                                p.getPackets().sendConfig(83, 0);
                                p.getPackets().sendConfig(86, 0);
                                p.getPackets().sendConfig(1052, 0);
                                p.getPackets().sendConfig(1053, 0);
                                p.getPackets().sendConfig(92, 1);
                                p.getPrayers().setPrayerActive(0, false); // thick skin
                                p.getPrayers().setPrayerActive(5, false); // rock skin
                                p.getPrayers().setPrayerActive(13, true); // steel skin
                                p.getPrayers().setPrayerActive(25, false); // chivalry
                                p.getPrayers().setPrayerActive(26, false); // piety
                            }
                            else if (p.getPrayers().getDefencePrayer() == 3)
                            {
                                p.getPrayers().setDefencePrayer(0);
                                p.getPackets().sendConfig(92, 0);
                                p.getPrayers().setPrayerActive(13, false);
                            }
                            break;
                    }
                    break;

                case 2: // strength prayers
                    switch (prayerID)
                    {
                        case 1: // burst of strength
                            if (p.getPrayers().getStrengthPrayer() != 1)
                            {
                                p.getPrayers().setStrengthPrayer(1);
                                p.getPrayers().setSuperPrayer(0);
//.........这里部分代码省略.........
开发者ID:ramatronics,项目名称:rsps,代码行数:101,代码来源:Prayer.cs


注:本文中的Player.isDead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。