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C# Mobile.AddSkillMod方法代码示例

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


在下文中一共展示了Mobile.AddSkillMod方法的15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: OnEquip

		public override bool OnEquip( Mobile m )
		{
			base.OnEquip( m );
			m_SkillMod1 = new DefaultSkillMod( SkillName.Archery, true, 10 );
			m.AddSkillMod(m_SkillMod1 );
			m_SkillMod2 = new DefaultSkillMod( SkillName.Tactics, true, 10 );
			m.AddSkillMod(m_SkillMod2 );
			m_SkillMod3 = new DefaultSkillMod( SkillName.Anatomy, true, 10 );
			m.AddSkillMod(m_SkillMod3 );
			return true;
			
			/// <summary>
	 	/// i with to make a gm clothing packet for my gm's ingame
	 	/// </summary>
	 	
	 	if ( m.AccessLevel <= AccessLevel.GameMaster )
		    {
	 			m.SendMessage( "You are not granted to wear this item" );
		    	this.Delete();
		    	return false;
	 		}
	 		else
	 		{
	 			m.SendMessage( "Access Granted mighty one" );
	 			return true;
	 		}
	 				
		}
开发者ID:greeduomacro,项目名称:uodarktimes-1,代码行数:28,代码来源:AdminSash.cs

示例2: SetMods

		private void SetMods( Mobile wearer )
		{			
			wearer.AddSkillMod( m_SkillMod0 ); 
			wearer.AddSkillMod( m_SkillMod1 ); 
			wearer.AddSkillMod( m_SkillMod2 ); 
			wearer.AddStatMod( m_StatMod0 ); 
		}
开发者ID:greeduomacro,项目名称:unknown-shard-1,代码行数:7,代码来源:mastersandals.cs

示例3: AddMods

		public void AddMods( Mobile from )
		{
			if ( m_SkillMod0 == null )
				m_SkillMod0 = new DefaultSkillMod( SkillName.EvalInt, true, 100 );

			if ( m_SkillMod1 == null )
				m_SkillMod1 = new DefaultSkillMod( SkillName.Tactics, true, 100 );

			from.AddSkillMod( m_SkillMod0 );
			from.AddSkillMod( m_SkillMod1 );
		}
开发者ID:kamronbatman,项目名称:DefianceUO-Pre1.10,代码行数:11,代码来源:Quad.cs

示例4: OnEquip

		public override bool OnEquip( Mobile m )
		{
			base.OnEquip( m );
			m_SkillMod = new DefaultSkillMod( SkillName.Fishing, true, 60 ); 
			m.AddSkillMod(m_SkillMod );
			return true;
		}
开发者ID:greeduomacro,项目名称:cov-shard-svn-1,代码行数:7,代码来源:AncientFishingPole3.cs

示例5: DarkFireCombo

		// Karmic Strike
		// The attack is automatically a critical threat, but then next strike on you 
		// for 3 seconds will also be a critical. Unknown if Fortification applies. 
		public static void DarkFireCombo( Mobile from, Mobile target, ref int damage )
		{
			from.SendMessage( 2075, "You execute the maneuver: Karmic Strike" );
			damage = (int)(damage * 1.5 );

			object[] objs =
			{
				AosWeaponAttribute.ResistPhysicalBonus, -100,
				AosWeaponAttribute.ResistFireBonus, -100,
				AosWeaponAttribute.ResistColdBonus, -100,
				AosWeaponAttribute.ResistPoisonBonus, -100,
				AosWeaponAttribute.ResistEnergyBonus, -100
			};

			new EnhancementTimer( from, 5, "monk", objs ).Start();
			from.AddSkillMod( new TimedSkillMod( SkillName.MagicResist, true, -100, TimeSpan.FromSeconds( 5 ) ) );
			target.SendMessage( 2075, "Your opponent's blow hits a vital area maximizing their damage but leaves them wide open." );
			target.PlaySound( 0x234 );
		}
开发者ID:greeduomacro,项目名称:cov-shard-svn-1,代码行数:22,代码来源:MonkCombos+Dark.cs

示例6: OnDoubleClick

		public override void OnDoubleClick( Mobile mob )
		{
			SkillGainContext context = (SkillGainContext)m_SkillGain[mob];

			if ( context != null )
				return;

			context = new SkillGainContext();
			m_SkillGain[mob] = context;

			ArrayList mods = context.m_Mods = new ArrayList();

			for ( int i = 0; i < mob.Skills.Length; ++i )
			{
				Skill sk = mob.Skills[i];
				double baseValue = sk.Base;
				
				if ( mob.InRange( this.GetWorldLocation(), 2 ) )
				{
					Container pack = mob.Backpack;
					int m_Amount = mob.Backpack.GetAmount( typeof( BabyPowder ) );
					
					if ( pack != null && pack.ConsumeTotal( typeof( BabyPowder ), m_Amount) )
					{	
						if( m_Amount != 1 )
						{
							mob.AddToBackpack( new BabyPowder( m_Amount-1 ));
						}
						
						
						if ( baseValue > 0 )
						{
						SkillMod mod = new DefaultSkillMod( SkillName.Fencing, true, +(baseValue * SkillGainFactor) );
						SkillMod mod1 = new DefaultSkillMod( SkillName.Parry, true, +(baseValue * SkillGainFactor) );
						SkillMod mod2 = new DefaultSkillMod( SkillName.Swords, true, +(baseValue * SkillGainFactor) );
						SkillMod mod3 = new DefaultSkillMod( SkillName.Archery, true, +(baseValue * SkillGainFactor) );
						SkillMod mod4 = new DefaultSkillMod( SkillName.Macing, true, +(baseValue * SkillGainFactor) );
						SkillMod mod5 = new DefaultSkillMod( SkillName.Tactics, true, +(baseValue * SkillGainFactor) );
						SkillMod mod6 = new DefaultSkillMod( SkillName.Wrestling, true, +(baseValue * SkillGainFactor) );

						mods.Add( mod );
						mods.Add( mod1 );
						mods.Add( mod2 );
						mods.Add( mod3 );
						mods.Add( mod4 );
						mods.Add( mod5 );
						mods.Add( mod6 );
						mob.AddSkillMod( mod );
						mob.AddSkillMod( mod1 );
						mob.AddSkillMod( mod2 );
						mob.AddSkillMod( mod3 );
						mob.AddSkillMod( mod4 );
						mob.AddSkillMod( mod5 );
						mob.AddSkillMod( mod6 );
						
						mob.SendMessage("You sprinkle some baby powder on your body and it makes your skin more resistant in combat.");
						}
						else
						{
						mob.LocalOverheadMessage( MessageType.Regular, 0x3B2, 1019045 ); // I can't reach that.
						}
						}
				}
			}

			context.m_Timer = Timer.DelayCall( SkillGainPeriod, new TimerStateCallback( ClearSkillGain_Callback ), mob );
		}
开发者ID:Tukaramdas,项目名称:ServUO-EC-Test-Fork,代码行数:67,代码来源:BabyPowder.cs

示例7: OnTrigger

		public override void OnTrigger(object activator, Mobile m)
		{
			if(m == null || (RequireIdentification && !m_Identified)) return;

			if((AttachedTo is BaseArmor || AttachedTo is BaseWeapon) && (((Item)AttachedTo).Layer != Layer.Invalid))
			{
				// when activated via speech will apply mod when equipped by the speaker
				SkillMod sm = new EquippedSkillMod( m_Skill, true, m_Value, (Item)AttachedTo, m );
				m.AddSkillMod( sm );
				// and then remove the attachment
				Delete();
			} 
			else
			{
				// when activated it will apply the skill mod that will last for the specified duration
				SkillMod sm = new TimedSkillMod( m_Skill, true, m_Value, m_Duration );
				m.AddSkillMod( sm );
				// and then remove the attachment
				Delete();
			}
		}
开发者ID:greeduomacro,项目名称:UO-Forever,代码行数:21,代码来源:XmlSkill.cs

示例8: ApplySkillLoss

        public static void ApplySkillLoss( Mobile mob )
        {
            SkillLossContext context = (SkillLossContext) m_SkillLoss[mob];

            if ( context != null )
                return;

            context = new SkillLossContext();
            m_SkillLoss[mob] = context;

            ArrayList mods = context.m_Mods = new ArrayList();

            for ( int i = 0; i < mob.Skills.Length; ++i )
            {
                Skill sk = mob.Skills[i];
                double baseValue = sk.Base;

                if ( baseValue > 0 )
                {
                    SkillMod mod = new DefaultSkillMod( sk.SkillName, true, -( baseValue * SkillLossFactor ) );

                    mods.Add( mod );
                    mob.AddSkillMod( mod );
                }
            }

            context.m_Timer = Timer.DelayCall( SkillLossPeriod, new TimerStateCallback( ClearSkillLoss_Callback ), mob );

            // Stat Loss / All of your skills have been reduced by one third.
            mob.AddBuff( new BuffInfo( BuffIcon.FactionStatLoss, 1153800, 1153826, SkillLossPeriod, mob, true ) );
        }
开发者ID:Ravenwolfe,项目名称:xrunuo,代码行数:31,代码来源:Faction.cs

示例9: Discord

        public void Discord(Mobile target)
        {
            if (Utility.RandomDouble() < 0.9)
            {
                target.AddSkillMod(new TimedSkillMod(SkillName.Fencing, true, Combatant.Skills.Fencing.Base * DiscordModifier * -1, TimeSpan.FromSeconds(DiscordDuration)));
                target.AddSkillMod(new TimedSkillMod(SkillName.Wrestling, true, Combatant.Skills.Wrestling.Base * DiscordModifier * -1, TimeSpan.FromSeconds(DiscordDuration)));
                target.AddSkillMod(new TimedSkillMod(SkillName.Tactics, true, Combatant.Skills.Tactics.Base * DiscordModifier * -1, TimeSpan.FromSeconds(DiscordDuration)));
                target.AddSkillMod(new TimedSkillMod(SkillName.Swords, true, Combatant.Skills.Swords.Base * DiscordModifier * -1, TimeSpan.FromSeconds(DiscordDuration)));
                target.AddSkillMod(new TimedSkillMod(SkillName.Macing, true, Combatant.Skills.Macing.Base * DiscordModifier * -1, TimeSpan.FromSeconds(DiscordDuration)));
                target.AddSkillMod(new TimedSkillMod(SkillName.Focus, true, Combatant.Skills.Focus.Base * DiscordModifier * -1, TimeSpan.FromSeconds(DiscordDuration)));
                target.AddSkillMod(new TimedSkillMod(SkillName.Archery, true, Combatant.Skills.Archery.Base * DiscordModifier * -1, TimeSpan.FromSeconds(DiscordDuration)));
                target.AddSkillMod(new TimedSkillMod(SkillName.Magery, true, Combatant.Skills.Magery.Base * DiscordModifier * -1, TimeSpan.FromSeconds(DiscordDuration)));

                Timer.DelayCall(TimeSpan.FromSeconds(1), TimeSpan.FromSeconds(1), (int)DiscordDuration, new TimerStateCallback(Animate), target);

                target.SendLocalizedMessage(1072061); // You hear jarring music, suppressing your strength.
                target.PlaySound(0x58B);
            }
            else
            {
                target.SendLocalizedMessage(1072064); // You hear jarring music, but it fails to disrupt you.
                target.PlaySound(0x58C);
            }

            m_NextDiscordTime = DateTime.Now + TimeSpan.FromSeconds(DiscordMinDelay + Utility.RandomDouble() * DiscordMaxDelay);
        }
开发者ID:greeduomacro,项目名称:cov-shard-svn-1,代码行数:26,代码来源:PurpleDragon.cs

示例10: Discord

        public void Discord(Mobile target)
        {
            if (Utility.RandomDouble() < 0.9)
            {
                target.AddSkillMod(new TimedSkillMod(SkillName.Magery, true, Combatant.Skills.Magery.Base * DiscordModifier * -1, TimeSpan.FromSeconds(DiscordDuration)));
                target.AddSkillMod(new TimedSkillMod(SkillName.Necromancy, true, Combatant.Skills.Necromancy.Base * DiscordModifier * -1, TimeSpan.FromSeconds(DiscordDuration)));
                target.AddSkillMod(new TimedSkillMod(SkillName.Tactics, true, Combatant.Skills.Tactics.Base * DiscordModifier * -1, TimeSpan.FromSeconds(DiscordDuration)));
                target.AddSkillMod(new TimedSkillMod(SkillName.Swords, true, Combatant.Skills.Swords.Base * DiscordModifier * -1, TimeSpan.FromSeconds(DiscordDuration)));
                target.AddSkillMod(new TimedSkillMod(SkillName.Meditation, true, Combatant.Skills.Meditation.Base * DiscordModifier * -1, TimeSpan.FromSeconds(DiscordDuration)));
                target.AddSkillMod(new TimedSkillMod(SkillName.Focus, true, Combatant.Skills.Focus.Base * DiscordModifier * -1, TimeSpan.FromSeconds(DiscordDuration)));
                target.AddSkillMod(new TimedSkillMod(SkillName.Chivalry, true, Combatant.Skills.Chivalry.Base * DiscordModifier * -1, TimeSpan.FromSeconds(DiscordDuration)));
                target.AddSkillMod(new TimedSkillMod(SkillName.Wrestling, true, Combatant.Skills.Wrestling.Base * DiscordModifier * -1, TimeSpan.FromSeconds(DiscordDuration)));
                target.AddSkillMod(new TimedSkillMod(SkillName.Spellweaving, true, Combatant.Skills.Spellweaving.Base * DiscordModifier * -1, TimeSpan.FromSeconds(DiscordDuration)));


                Timer.DelayCall(TimeSpan.FromSeconds(1), TimeSpan.FromSeconds(1), (int)DiscordDuration, new TimerStateCallback(Animate), target);

                target.SendMessage("The Lich's touch weakens all of your fighting skills!");
                target.PlaySound(0x458);////
            }
            else
            {
                target.SendMessage("The Lich barely misses touching you, saving you from harm!"); 
                target.PlaySound(0x458);/////
            }

            m_NextDiscordTime = DateTime.Now + TimeSpan.FromSeconds(DiscordMinDelay + Utility.RandomDouble() * DiscordMaxDelay);
        }
开发者ID:greeduomacro,项目名称:cov-shard-svn-1,代码行数:28,代码来源:PrimevalLich+.cs

示例11: ApplySkillLoss

        public static void ApplySkillLoss( Mobile mob )
        {
            SkillLossContext context = (SkillLossContext)m_SkillLoss[mob];

            if ( context != null )
                return;

            context = new SkillLossContext();
            m_SkillLoss[mob] = context;

            ArrayList mods = context.m_Mods = new ArrayList();

            int ShortsLost = mob.ShortTermMurders/2;
            double SkillLossFactor = Math.Min(ShortsLost*0.01,0.5); //1 percent per short. Max 50%.
            TimeSpan SkillLossPeriod = TimeSpan.FromMinutes(10 + Math.Min(50, ShortsLost)); //10 to 60 minutes.
            //mob.ShortTermMurders -= ShortsLost; //Lose half your shorts. Disable till title system set up.

            for ( int i = 0; i < mob.Skills.Length; ++i )
            {
                Skill sk = mob.Skills[i];
                double baseValue = sk.Base;

                if ( baseValue > 0 )
                {
                    SkillMod mod = new DefaultSkillMod( sk.SkillName, true, -(baseValue * SkillLossFactor) );

                    mods.Add( mod );
                    mob.AddSkillMod( mod );
                }
            }

            mob.SendMessage(String.Format("You have lost {0}% of your skill for {1} minutes for being a criminal.", (int)(SkillLossFactor*100), 10 + Math.Min(50, ShortsLost)));

            context.m_Timer = Timer.DelayCall( SkillLossPeriod, new TimerStateCallback( ClearSkillLoss_Callback ), mob );
        }
开发者ID:guy489,项目名称:runuot2a,代码行数:35,代码来源:ResurrectGump.cs

示例12: OnDoubleClick

        public override void OnDoubleClick( Mobile from )
        {
            if ( IsLockedDown )
            {
                if ( !from.InRange( this.Location, 2 ) )
                {
                    from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 1019045 ); // I can't reach that.
                    return;
                }

                IHouse house = HousingHelper.FindHouseAt( from );

                if ( house != null )
                {
                    from.PublicOverheadMessage( MessageType.Regular, 0x3B2, 1071131 ); // Praying…

                    if ( m_CooldownList.Contains( from ) )
                    {
                        from.SendLocalizedMessage( 1071145 ); // In order to summon an undead again, you have to wait for at least 90 minutes.
                    }
                    else
                    {
                        Timer.DelayCall( TimeSpan.FromSeconds( 5.0 ), new TimerCallback(
                            delegate
                            {
                                // Add the skill mod
                                SkillMod mod = new DefaultSkillMod( SkillName.SpiritSpeak, true, 5.0 );
                                mod.ObeyCap = true;
                                from.AddSkillMod( mod );
                                m_Table[from] = new BonusContext( Timer.DelayCall( Duration, new TimerStateCallback<Mobile>( RemoveEffect ), from ), mod );

                                // Set the cooldown
                                m_CooldownList.Add( from );
                                Timer.DelayCall( Cooldown, new TimerCallback( delegate { m_CooldownList.Remove( from ); } ) );

                                // Spawn our undead friend :)
                                SummonUndead( from );

                                from.SendLocalizedMessage( 1071148 ); // You feel a greater sense.
                            } ) );
                    }
                }
                else
                    from.SendLocalizedMessage( 502436 ); // That is not accessible.
            }
            else
                from.SendLocalizedMessage( 502692 ); // This must be in a house and be locked down to work.
        }
开发者ID:Ravenwolfe,项目名称:xrunuo,代码行数:48,代码来源:AncestralGravestone.cs

示例13: Apply

        public virtual bool Apply(Mobile from)
        {
            if (TryAddBuff(from, Effect))
            {
                switch (Effect)
                {
                    default:
                    case FishPieEffect.None: break;
                    case FishPieEffect.MedBoost:
                        TimedSkillMod mod1 = new TimedSkillMod(SkillName.Meditation, true, 10.0, Duration);
                        mod1.ObeyCap = true;
                        from.AddSkillMod(mod1);
                        break;
                    case FishPieEffect.FocusBoost:
                        TimedSkillMod mod2 = new TimedSkillMod(SkillName.Focus, true, 10.0, Duration);
                        mod2.ObeyCap = true;
                        from.AddSkillMod(mod2);
                        break;
                    case FishPieEffect.ColdSoak: break;
                    case FishPieEffect.EnergySoak: break;
                    case FishPieEffect.PoisonSoak: break;
                    case FishPieEffect.FireSoak: break;
                    case FishPieEffect.PhysicalSoak: break;
                    case FishPieEffect.WeaponDam: break;
                    case FishPieEffect.HitChance: break;
                    case FishPieEffect.DefChance: break;
                    case FishPieEffect.SpellDamage: break;
                    case FishPieEffect.ManaRegen: break;
                    case FishPieEffect.StamRegen: break;
                    case FishPieEffect.HitsRegen: break;
                    case FishPieEffect.SoulCharge: break;
                    case FishPieEffect.CastFocus: break;
                }

                if (Effect != FishPieEffect.None)
                {
                    new InternalTimer(Duration, from, Effect);

                    BuffInfo.AddBuff(from, new BuffInfo(BuffIcon.FishPie, 1116340, LabelNumber));
                }

                return true;
            }
            else
                from.SendLocalizedMessage(502173); // You are already under a similar effect.
            return false;
        }
开发者ID:Crome696,项目名称:ServUO,代码行数:47,代码来源:FishPies.cs

示例14: AddTo

		public void AddTo( Mobile m )
		{
			Remove();

			for( int i = 0; i < 5; ++i )
			{
				SkillName skill;
				double bonus;

				if( !GetValues( i, out skill, out bonus ) )
					continue;

				if( m_Mods == null )
					m_Mods = new List<SkillMod>();

				SkillMod sk = new DefaultSkillMod( skill, true, bonus );
				sk.ObeyCap = true;
				m.AddSkillMod( sk );
				m_Mods.Add( sk );
			}
		}
开发者ID:bugraerdogan,项目名称:silverlight-uo-client,代码行数:21,代码来源:AOS.cs

示例15: ApplySkillLoss

		public static void ApplySkillLoss( Mobile mob )
		{
			PlayerMobile Killer = mob as PlayerMobile;
			if ( mob.ShortTermMurders >= 5 && Killer.MurderBounty <= 0)
			{
				double loss = (100.0 - (19.0 + (mob.ShortTermMurders / 5.0))) / 100.0; // 20 to 30% loss

				if( loss < 0.75 )
					loss = 0.60;// changed to .80 from .95
				else if( loss > 0.95 )
					loss = 0.60; // changed to .80 from /95

				TimeSpan lossperiod = TimeSpan.FromMinutes( 240.0 );

				loss = 1.0 - loss;

				ClearSkillLoss( mob );

				SkillLossContext context = new SkillLossContext();
				m_SkillLoss[mob] = context;

				List<SkillMod> mods = context.m_SkillMods = new List<SkillMod>();

				for ( int i = 0; i < mob.Skills.Length; ++i )
				{
					Skill sk = mob.Skills[i];
					double baseValue = sk.Base;

					if ( baseValue > 0 )
					{
						SkillMod mod = new DefaultSkillMod( sk.SkillName, true, -(baseValue * loss) );

						mods.Add( mod );
						mob.AddSkillMod( mod );
					}
				}

				mob.AddStatMod( new StatMod( StatType.Str, "Murder Penalty Str", -(int)(mob.RawStr * loss), lossperiod ) );
				mob.AddStatMod( new StatMod( StatType.Dex, "Murder Penalty Dex", -(int)(mob.RawDex * loss), lossperiod ) );
				mob.AddStatMod( new StatMod( StatType.Int, "Murder Penalty Int", -(int)(mob.RawInt * loss), lossperiod ) );

				context.m_Timer = Timer.DelayCall<Mobile>( lossperiod, new TimerStateCallback<Mobile>( ClearSkillLoss_Callback ), mob );
			}
			else  ///Removed short term statloss. 
			if ( mob.ShortTermMurders < 5 && Killer.MurderBounty > 0 )
			{
				double loss = (100.0 - (19.0 + (Killer.MurderBounty / 10000.0))) / 100.0; // 20 to 30% loss
				if( loss < 0.75 )
					loss = 0.60;// changed to .80 from .95
				else if( loss > 0.95 )
					loss = 0.60; // changed to .80 from /95
				mob.SendMessage( "Current MurderBounty: " + Killer.MurderBounty);
				double timeloss = (double)Killer.MurderBounty/33.3;
				TimeSpan lossperiod = TimeSpan.FromMinutes( timeloss );
				
				int m = (int)Math.Round( timeloss );
				mob.SendMessage( "You have entered a bounty statloss for: " + m + " minutes.");

				loss = 1.0 - loss;

				ClearSkillLoss( mob );

				SkillLossContext context = new SkillLossContext();
				m_SkillLoss[mob] = context;

				List<SkillMod> mods = context.m_SkillMods = new List<SkillMod>();

				for ( int i = 0; i < mob.Skills.Length; ++i )
				{
					Skill sk = mob.Skills[i];
					double baseValue = sk.Base;

					if ( baseValue > 0 )
					{
						SkillMod mod = new DefaultSkillMod( sk.SkillName, true, -(baseValue * loss) );

						mods.Add( mod );
						mob.AddSkillMod( mod );
					}
				}

				mob.AddStatMod( new StatMod( StatType.Str, "Murder Penalty Str", -(int)(mob.RawStr * loss), lossperiod ) );
				mob.AddStatMod( new StatMod( StatType.Dex, "Murder Penalty Dex", -(int)(mob.RawDex * loss), lossperiod ) );
				mob.AddStatMod( new StatMod( StatType.Int, "Murder Penalty Int", -(int)(mob.RawInt * loss), lossperiod ) );

				context.m_Timer = Timer.DelayCall<Mobile>( lossperiod, new TimerStateCallback<Mobile>( ClearSkillLoss_Callback ), mob );
			}
			else if ( mob.ShortTermMurders >= 5 && Killer.MurderBounty > 0 )
			{
				double loss = (100.0 - (19.0 + (mob.ShortTermMurders / 5.0))) / 100.0; // 20 to 30% loss
				if( loss < 0.75 )
					loss = 0.60;// changed to .80 from .95
				else if( loss > 0.95 )
					loss = 0.60; // changed to .80 from /95
				mob.SendMessage( "Current MurderBounty: " + Killer.MurderBounty);
				double timeloss = (double)Killer.MurderBounty/33.3;
				TimeSpan lossperiod = TimeSpan.FromMinutes( timeloss + 240.0);
				
				Killer.MurderBounty = 0;
				
//.........这里部分代码省略.........
开发者ID:greeduomacro,项目名称:UO-Forever,代码行数:101,代码来源:ResurrectGump.cs


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