本文整理汇总了C#中MUDEngine.CharData.ReceivePlatinum方法的典型用法代码示例。如果您正苦于以下问题:C# CharData.ReceivePlatinum方法的具体用法?C# CharData.ReceivePlatinum怎么用?C# CharData.ReceivePlatinum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类MUDEngine.CharData
的用法示例。
在下文中一共展示了CharData.ReceivePlatinum方法的5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: GuildWithdraw
/// <summary>
/// Take money from your guild bank account.
/// </summary>
/// <param name="ch"></param>
/// <param name="str"></param>
public static void GuildWithdraw(CharData ch, string[] str)
{
if( ch == null ) return;
string arg = String.Empty;
if (ch.IsNPC())
return;
Guild guild = ((PC)ch).GuildMembership;
if (guild == null)
{
ch.SendText("You're not in a guild!\r\n");
return;
}
if (((PC)ch).GuildRank < Guild.Rank.deputy)
{
ch.SendText("You'll have to be promoted before you can withdraw from the guild.\r\n");
return;
}
if (str.Length == 0)
{
ch.SendText("Withdraw what?\r\n");
return;
}
if (MUDString.IsNumber(str[0]))
{
int amount;
Int32.TryParse(str[0], out amount);
if (amount <= 0)
{
ch.SendText("Sorry, you can't do that.\r\n");
return;
}
if ("copper".StartsWith(arg, StringComparison.CurrentCultureIgnoreCase))
{
if (guild.GuildBankAccount.Copper < amount)
{
ch.SendText("The guild doesen't have that many &n&+ycopper&n coins.\r\n");
return;
}
ch.ReceiveCopper(amount);
guild.GuildBankAccount.Copper -= amount;
}
else if ("silver".StartsWith(arg, StringComparison.CurrentCultureIgnoreCase))
{
if (guild.GuildBankAccount.Silver < amount)
{
ch.SendText("The guild doesen't have that many &n&+wsilver&n coins.\r\n");
return;
}
ch.ReceiveSilver(amount);
guild.GuildBankAccount.Silver -= amount;
}
else if ("gold".StartsWith(arg, StringComparison.CurrentCultureIgnoreCase))
{
if (guild.GuildBankAccount.Gold < amount)
{
ch.SendText("The guild doesen't have that many &+Ygold&n coins.\r\n");
return;
}
ch.ReceiveGold(amount);
guild.GuildBankAccount.Gold -= amount;
}
else if ("platinum".StartsWith(arg, StringComparison.CurrentCultureIgnoreCase))
{
if (guild.GuildBankAccount.Platinum < amount)
{
ch.SendText("The guild doesen't have that many &+Wplatinum&n coins.\r\n");
return;
}
ch.ReceivePlatinum(amount);
guild.GuildBankAccount.Platinum -= amount;
}
else
{
ch.SendText("You don't have any idea what you are trying to do, do you?\r\n");
return;
}
guild.Save();
CharData.SavePlayer(ch);
ch.SendText("You make a withdrawal.\r\n");
}
else
{
ch.SendText("&+LSyntax: &+RWithdraw &n&+r<&+L# of coins&n&+r> <&+Lcoin type&n&+r>&n\r\n");
}
//.........这里部分代码省略.........
示例2: Withdraw
//.........这里部分代码省略.........
if (str.Length == 0)
{
ch.SendText("Withdraw what?\r\n");
return;
}
if (!coin.FillFromString(str, ch))
{
ch.SendText("&+LSyntax: &+RWithdraw &n&+r<&+L# of coins&n&+r> <&+Lcoin type&n&+r>&n\r\n");
return;
}
if (coin.Copper == 0 && coin.Silver == 0 && coin.Gold == 0 && coin.Platinum == 0)
{
ch.SendText("The bank has none of that type of &+Lcoin&n yet.\r\n");
return;
}
for (coinage = 0; coinage < 4; coinage++)
{
switch (coinage)
{
case 0: //copper
if (coin.Copper < 0)
{
ch.SendText("You can't liquidate a debt!\r\n");
continue;
}
if (coin.Copper > ((PC)ch).Bank.Copper)
{
ch.SendText("You haven't saved that much &+ycopper&n coin!\r\n");
continue;
}
if (coin.Copper == 0)
continue;
ch.ReceiveCopper(coin.Copper);
((PC)ch).Bank.Copper -= coin.Copper;
success = true;
break;
case 1: //silver
if (coin.Silver < 0)
{
ch.SendText("You can't liquidate a debt!\r\n");
continue;
}
if (coin.Silver > ((PC)ch).Bank.Silver)
{
ch.SendText("You haven't saved that much &+wsilver&n coin!\r\n");
continue;
}
if (coin.Silver == 0)
continue;
ch.ReceiveSilver(coin.Silver);
((PC)ch).Bank.Silver -= coin.Silver;
success = true;
break;
case 2: //gold
if (coin.Gold < 0)
{
ch.SendText("You can't liquidate a debt!\r\n");
continue;
}
if (coin.Gold > ((PC)ch).Bank.Gold)
{
ch.SendText("You haven't saved that much &+Ygold&n coin!\r\n");
continue;
}
if (coin.Gold == 0)
continue;
ch.ReceiveGold(coin.Gold);
((PC)ch).Bank.Gold -= coin.Gold;
success = true;
break;
case 3: //platinum
if (coin.Platinum < 0)
{
ch.SendText("You can't liquidate a debt!\r\n");
continue;
}
if (coin.Platinum > ((PC)ch).Bank.Platinum)
{
ch.SendText("You haven't saved that much &+Wplatinum&n coin!\r\n");
continue;
}
if (coin.Platinum == 0)
continue;
ch.ReceivePlatinum(coin.Platinum);
((PC)ch).Bank.Platinum -= coin.Platinum;
success = true;
break;
} //end switch
} //end for
if (success)
{
ch.SendText("You make a withdrawal.\r\n");
SocketConnection.Act("$n&n makes a transaction.", ch, null, null, SocketConnection.MessageTarget.room);
}
else
{
ch.SendText("&+LSyntax: &+RDeposit &n&+r<&+L# of coins&n&+r> <&+Lcoin type&n&+r>&n\r\n");
}
return;
}
示例3: CreateMobile
/// <summary>
/// Create an instance of a mobile from the provided template.
/// </summary>
/// <param name="mobTemplate"></param>
/// <returns></returns>
public static CharData CreateMobile( MobTemplate mobTemplate )
{
int count;
if( !mobTemplate )
{
Log.Error("CreateMobile: null MobTemplate.", 0);
throw new NullReferenceException();
}
CharData mob = new CharData();
mob.MobileTemplate = mobTemplate;
mob.Followers = null;
mob.Name = mobTemplate.PlayerName;
mob.ShortDescription = mobTemplate.ShortDescription;
mob.FullDescription = mobTemplate.FullDescription;
mob.Description = mobTemplate.Description;
mob.SpecialFunction = mobTemplate.SpecFun;
mob.SpecialFunctionNames = mobTemplate.SpecFunNames;
mob.CharacterClass = mobTemplate.CharacterClass;
mob.Level = MUDMath.FuzzyNumber( mobTemplate.Level );
mob.ActionFlags = mobTemplate.ActionFlags;
mob.CurrentPosition = mobTemplate.DefaultPosition;
mob.ChatterBotName = mobTemplate.ChatterBotName;
// TODO: Look up the chatter bot name and load a runtime bot into the variable.
mob.ChatBot = null;
for( count = 0; count < Limits.NUM_AFFECT_VECTORS; ++count )
{
mob.AffectedBy[ count ] = mobTemplate.AffectedBy[ count ];
}
mob.Alignment = mobTemplate.Alignment;
mob.Gender = mobTemplate.Gender;
mob.SetPermRace( mobTemplate.Race );
mob.CurrentSize = Race.RaceList[ mob.GetRace() ].DefaultSize;
if (mob.HasActionBit(MobTemplate.ACT_SIZEMINUS))
mob.CurrentSize--;
if (mob.HasActionBit(MobTemplate.ACT_SIZEPLUS))
mob.CurrentSize++;
mob.CastingSpell = 0;
mob.CastingTime = 0;
mob.PermStrength = MUDMath.Dice( 2, 46 ) + 8;
mob.PermIntelligence = MUDMath.Dice( 2, 46 ) + 8;
mob.PermWisdom = MUDMath.Dice( 2, 46 ) + 8;
mob.PermDexterity = MUDMath.Dice( 2, 46 ) + 8;
mob.PermConstitution = MUDMath.Dice( 2, 46 ) + 7;
mob.PermAgility = MUDMath.Dice( 2, 46 ) + 8;
mob.PermCharisma = MUDMath.Dice( 2, 46 ) + 8;
mob.PermPower = MUDMath.Dice( 2, 46 ) + 8;
mob.PermLuck = MUDMath.Dice( 2, 46 ) + 8;
mob.ModifiedStrength = 0;
mob.ModifiedIntelligence = 0;
mob.ModifiedWisdom = 0;
mob.ModifiedDexterity = 0;
mob.ModifiedConstitution = 0;
mob.ModifiedAgility = 0;
mob.ModifiedCharisma = 0;
mob.ModifiedPower = 0;
mob.ModifiedLuck = 0;
mob.Resistant = mobTemplate.Resistant;
mob.Immune = mobTemplate.Immune;
mob.Susceptible = mobTemplate.Susceptible;
mob.Vulnerable = mobTemplate.Vulnerable;
mob.MaxMana = mob.Level * 10;
if( Race.RaceList[mobTemplate.Race].Coins )
{
int level = mobTemplate.Level;
mob.ReceiveCopper( MUDMath.Dice( 12, level ) / 32 );
mob.ReceiveSilver( MUDMath.Dice( 9, level ) / 32 );
mob.ReceiveGold( MUDMath.Dice( 5, level ) / 32 );
mob.ReceivePlatinum( MUDMath.Dice( 2, level ) / 32 );
}
else
{
mob.SetCoins( 0, 0, 0, 0 );
}
mob.ArmorPoints = MUDMath.Interpolate( mob.Level, 100, -100 );
// * MOB HITPOINTS *
//
// Was level d 8, upped it to level d 13
// considering mobs *still* won't have as many hitpoints as some players until
// at least level 10, this shouldn't be too big an upgrade.
//
// Mob hitpoints are not based on constitution *unless* they have a
// constitution modifier from an item, spell, or other affect
// In light of recent player dissatisfaction with the
// mob hitpoints, I'm implementing a log curve, using
// hp = exp( 2.15135 + level*0.151231)
// This will will result in the following hp matrix:
// Level Hitpoints
// 20 175
// 30 803
//.........这里部分代码省略.........
示例4: Steal
//.........这里部分代码省略.........
if (!sleeping && !victim.IsBlind())
{
CommandType.Interpret(victim, "kill " + ch.Name);
}
}
else
{
if (!victim.IsBlind() && !sleeping && victim.IsAffected(Affect.AFFECT_BERZERK))
{
victim.SendText("In your &+Rblood rage&n, you lash out in anger!\r\n");
CommandType.Interpret(victim, "kill " + ch.Name);
}
}
/*
if ( !Macros.IS_SET( ch.actflags, PC.PLAYER_THIEF ) )
{
Macros.SET_BIT( ref ch.actflags, PC.PLAYER_THIEF );
buf = String.Format( "{0} became a THIEF by stealing from {1}",
ch._name, victim._name );
Immtalk.Immtalk( ch, Immtalk.IMMTALK_CRIME, ch.GetTrust(), buf );
CharData.SavePlayer( ch );
}
*/
// }
if (sleeping)
{
if (MUDMath.NumberPercent() < victim.GetCurrLuck())
{
CommandType.Interpret(victim, "wake");
}
}
return;
} //end failure
if (!MUDString.IsPrefixOf(arg1, "coins"))
{
int amount = victim.GetGold() * MUDMath.NumberRange(1, 20) / 100;
int amount2 = victim.GetSilver() * MUDMath.NumberRange(1, 20) / 100;
int amount3 = victim.GetCopper() * MUDMath.NumberRange(1, 20) / 100;
int amount4 = victim.GetPlatinum() * MUDMath.NumberRange(1, 20) / 100;
if ((amount + amount2 + amount3 + amount4) <= 0)
{
ch.SendText("You couldn't get any &n&+wcoins&n.\r\n");
return;
}
ch.ReceiveGold(amount);
ch.ReceiveSilver(amount2);
ch.ReceiveCopper(amount3);
ch.ReceivePlatinum(amount4);
victim.SpendGold(amount);
victim.SpendSilver(amount2);
victim.SpendCopper(amount3);
victim.SpendPlatinum(amount4);
string text = String.Format("Success! You got {0} &+Wplatinum&n, {1} &+Ygold&n, {2} silver, and {3} &+ycopper&n.\r\n",
amount2, amount3, amount, amount4);
ch.SendText(text);
return;
}
if (!ch.CanDropObject(obj) || obj.HasFlag(ObjTemplate.ITEM_INVENTORY))
{
ch.SendText("You can't pry it away.\r\n");
return;
}
if (ch.CarryNumber + 1 > Limits.MAX_CARRY)
{
ch.SendText("You have your hands full.\r\n");
return;
}
if (ch.CarryWeight + obj.GetWeight() > ch.MaxCarryWeight())
{
ch.SendText("You cannot carry that much weight.\r\n");
return;
}
if (obj.WearLocation != ObjTemplate.WearLocation.none)
{
ch.SendText("Very daring, and you got it!\r\n");
victim.UnequipObject(obj);
}
obj.RemoveFromChar();
obj.ObjToChar(ch);
ch.SendText("Nice work.\r\n");
if (obj.Trap != null && obj.Trap.CheckTrigger( Trap.TriggerType.steal))
{
ch.SetOffTrap(obj);
if (ch.CurrentPosition == Position.dead)
{
return;
}
}
return;
}
示例5: GetObject
public static void GetObject(CharData ch, Object obj, Object container)
{
if (!obj.HasWearFlag(ObjTemplate.WEARABLE_CARRY))
{
ch.SendText("You can't pick that up.\r\n");
return;
}
if (obj._itemType != ObjTemplate.ObjectType.money)
{
if (ch.CarryWeight + obj.GetWeight() > ch.MaxCarryWeight())
{
SocketConnection.Act("$p&n is quite literally the &+Ystraw&n that would break the &n&+ycamel&n's back.", ch, obj, null, SocketConnection.MessageTarget.character);
return;
}
}
if (container != null)
{
SocketConnection.Act("You get $p&n from $P&n.", ch, obj, container, SocketConnection.MessageTarget.character);
SocketConnection.Act("$n&n retrieves $p&n from $P&n.", ch, obj, container, SocketConnection.MessageTarget.room);
obj.RemoveFromObject();
// Fix for corpse EQ dupe on crash
if (container._itemType == ObjTemplate.ObjectType.pc_corpse)
{
Database.CorpseList.Save();
}
}
else
{
SocketConnection.Act("You get $p&n.", ch, obj, container, SocketConnection.MessageTarget.character);
SocketConnection.Act("$n&n picks up $p&n.", ch, obj, container, SocketConnection.MessageTarget.room);
obj.RemoveFromRoom();
}
if (obj.HasFlag(ObjTemplate.ITEM_ANTI_EVIL) && ch.IsEvil())
{
SocketConnection.Act("&+LYou are &n&+rburned&+L by holy &+Rfire&+L from $p&+L. Ouch!&n", ch, obj, null,
SocketConnection.MessageTarget.character);
SocketConnection.Act("$n&+L is &n&+rburned&+L by holy &+Rfire&+L from &n$p&+L!&n", ch, obj, null, SocketConnection.MessageTarget.room);
Combat.InflictSpellDamage(ch, ch, 20, "burning hands", AttackType.DamageType.white_magic);
obj.AddToRoom(ch.InRoom);
return;
}
if (obj.HasFlag(ObjTemplate.ITEM_ANTI_EVIL) && ch.IsEvil())
{
SocketConnection.Act("&+LYou are &n&+rburned&+L by holy &+Rfire&+L from $p&+L. Ouch!&n", ch, obj, null,
SocketConnection.MessageTarget.character);
SocketConnection.Act("$n&+L is &n&+rburned&+L by holy &+Rfire&+L from &n$p&+L!&n", ch, obj, null, SocketConnection.MessageTarget.room);
Combat.InflictSpellDamage(ch, ch, 20, "burning hands", AttackType.DamageType.white_magic);
obj.AddToRoom(ch.InRoom);
return;
}
if (obj.HasFlag(ObjTemplate.ITEM_ANTI_GOOD) && ch.IsGood())
{
SocketConnection.Act("&+LYou are &n&+rconsumed&+L by &+Rfire&+L and &+Ldespair&n from $p&+L!&n", ch, obj, null, SocketConnection.MessageTarget.character);
SocketConnection.Act("$n&+L is &n&+rengulfed&+L by an abundancy of &+Rflames&+L from &n$p&+L!&n", ch, obj, null, SocketConnection.MessageTarget.room);
Combat.InflictSpellDamage(ch, ch, 20, "burning hands", AttackType.DamageType.white_magic);
obj.AddToRoom(ch.InRoom);
return;
}
if (obj._itemType == ObjTemplate.ObjectType.money)
{
int amount = obj._values[0] + obj._values[1] + obj._values[2] + obj._values[3];
ch.ReceiveCopper(obj._values[0]);
ch.ReceiveSilver(obj._values[1]);
ch.ReceiveGold(obj._values[2]);
ch.ReceivePlatinum(obj._values[3]);
if (amount > 1)
{
string text = String.Format("You pick up");
string text2;
if (obj._values[3] > 0)
{
text2 = String.Format(" {0} &+Wplatinum&n", obj._values[3]);
if (obj._values[0] > 0 || obj._values[1] > 0 || obj._values[2] > 0)
{
text2 += ",";
}
text += text2;
}
if (obj._values[2] > 0)
{
text2 = String.Format(" {0} &+Ygold&n", obj._values[2]);
if (obj._values[0] > 0 || obj._values[1] > 0)
{
text2 += ",";
}
text += text2;
}
if (obj._values[1] > 0)
{
text2 = String.Format(" {0} &n&+wsilver&n", obj._values[1]);
if (obj._values[0] > 0)
{
text2 += ",";
//.........这里部分代码省略.........