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C# Mobile.CanBeBeneficial方法代码示例

本文整理汇总了C#中Server.Mobile.CanBeBeneficial方法的典型用法代码示例。如果您正苦于以下问题:C# Mobile.CanBeBeneficial方法的具体用法?C# Mobile.CanBeBeneficial怎么用?C# Mobile.CanBeBeneficial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.CanBeBeneficial方法的10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: DoEffect

        public override bool DoEffect( Mobile from, Mobile target )
        {
            if ( !SpellHelper.HasStatEffect( from, m_Stat ) && from.InLOS( target ) && target.Alive && from.CanBeBeneficial( target ) )
            {
                from.DoBeneficial( target );
                SpellHelper.Turn( from, target );

                if ( m_Stat != StatType.All )
                {
                    SpellHelper.AddStatBonus( null, target, m_Stat );
                }
                else
                {
                    SpellHelper.AddStatBonus( null, target, StatType.Str ); SpellHelper.DisableSkillCheck = true;
                    SpellHelper.AddStatBonus( null, target, StatType.Dex );
                    SpellHelper.AddStatBonus( null, target, StatType.Int ); SpellHelper.DisableSkillCheck = false;
                }

                target.FixedParticles( m_EffIID, m_EffSpd, m_Dur, m_Eff, m_ELayer );
                target.PlaySound( m_Snd );

                return true;
            }
            else
            {
                return false;
            }
        }
开发者ID:FreeReign,项目名称:Rebirth-Repack,代码行数:28,代码来源:SpellEffect.cs

示例2: BeginHeal

		public static BandageContext BeginHeal( Mobile healer, Mobile patient )
		{
			bool isDeadPet = ( patient is BaseCreature && ((BaseCreature)patient).IsDeadPet );

			if ( patient is Golem )
			{
				healer.SendLocalizedMessage( 500970 ); // Bandages cannot be used on that.
			}
			else if ( patient is BaseCreature && ((BaseCreature)patient).IsAnimatedDead )
			{
				healer.SendLocalizedMessage( 500951 ); // You cannot heal that.
			}
			else if ( !patient.Poisoned && patient.Hits == patient.HitsMax && !BleedAttack.IsBleeding( patient ) && !isDeadPet )
			{
				healer.SendLocalizedMessage( 500955 ); // That being is not damaged!
			}
			else if ( !patient.Alive && (patient.Map == null || !patient.Map.CanFit( patient.Location, 16, false, false )) )
			{
				healer.SendLocalizedMessage( 501042 ); // Target cannot be resurrected at that location.
			}
			else if ( healer.CanBeBeneficial( patient, true, true ) )
			{
				healer.DoBeneficial( patient );

				bool onSelf = ( healer == patient );
				int dex = healer.Dex;

				double seconds;
				double resDelay = ( patient.Alive ? 0.0 : 5.0 );

				if ( onSelf )
				{
					if ( Core.AOS )
						seconds = 5.0 + (0.5 * ((double)(120 - dex) / 10)); // TODO: Verify algorithm
					else
						seconds = 9.4 + (0.6 * ((double)(120 - dex) / 10));
				}
				else
				{
					if ( Core.AOS && GetPrimarySkill( patient ) == SkillName.Veterinary )
					{
							seconds = 2.0;
					}
					else if ( Core.AOS )
					{
						if (dex < 204)
						{		
							seconds = 3.2-(Math.Sin((double)dex/130)*2.5) + resDelay;
						}
						else
						{
							seconds = 0.7 + resDelay;
						}
					}
					else
					{
						if ( dex >= 100 )
							seconds = 3.0 + resDelay;
						else if ( dex >= 40 )
							seconds = 4.0 + resDelay;
						else
							seconds = 5.0 + resDelay;
					}
				}

				BandageContext context = GetContext( healer );

				if ( context != null )
					context.StopHeal();
				seconds *= 1000;
				
				context = new BandageContext( healer, patient, TimeSpan.FromMilliseconds( seconds ) );

				m_Table[healer] = context;

				if ( !onSelf )
					patient.SendLocalizedMessage( 1008078, false, healer.Name ); //  : Attempting to heal you.

				
				healer.SendLocalizedMessage( 500956 ); // You begin applying the bandages.
				return context;
			}

			return null;
		}
开发者ID:nick12344356,项目名称:The-Basement,代码行数:85,代码来源:Bandage.cs

示例3: BeginHeal

        public static BandageContext BeginHeal( Mobile healer, Mobile patient )
        {
            bool isDeadPet = ( patient is BaseCreature && ((BaseCreature)patient).IsDeadPet );

            if ( patient is BaseCreature && ((BaseCreature)patient).IsAnimatedDead )
            {
                healer.SendLocalizedMessage( 500951 ); // You cannot heal that.
            }
            else if ( !patient.Poisoned && patient.Hits == patient.HitsMax && !BleedAttack.IsBleeding( patient ) && !isDeadPet )
            {
                healer.SendLocalizedMessage( 500955 ); // That being is not damaged!
            }
            else if ( !patient.Alive && (patient.Map == null || !patient.Map.CanFit( patient.Location, 16, false, false )) )
            {
                healer.SendLocalizedMessage( 501042 ); // Target cannot be resurrected at that location.
            }
            else if ( healer.CanBeBeneficial( patient, true, true ) )
            {
                healer.DoBeneficial( patient );

                bool onSelf = ( healer == patient );
                int dex = healer.Dex;

                double seconds;
                double resDelay = ( patient.Alive ? 0.0 : 5.0 );

                if ( onSelf )
                {
                    if ( Core.AOS )
                        seconds = 4.55 + (0.1 * ((double)(0 - dex) / 10)); // TODO: Verify algorithm
                    else
                        seconds = 9.4 + (0.6 * ((double)(120 - dex) / 10));
                }
                else
                {
                    if ( Core.AOS && GetPrimarySkill( patient ) == SkillName.Veterinary )
                    {
                        //if ( dex >= 40 )
                            seconds = 2.0;
                        //else
                        //	seconds = 3.0;
                    }
                    else
                    {
                        if ( dex >= 100 )
                            seconds = 2.0 + resDelay;
                        else if ( dex >= 40 )
                            seconds = 3.0 + resDelay;
                        else
                            seconds = 4.0 + resDelay;
                    }
                }

                if( seconds < 2.0 )
                    seconds = 2.0;

                BandageContext context = GetContext( healer );

                if ( context != null )
                    context.StopHeal();

                CombatSystemAttachment csa = CombatSystemAttachment.GetCSA(healer);
                csa.Interrupted(true);
                if (healer is PlayerMobile)
                    ((PlayerMobile)healer).ClearHands(true);
                else
                    healer.ClearHands();

                context = new BandageContext( healer, patient, TimeSpan.FromSeconds( seconds ) );

                m_Table[healer] = context;

                if ( !onSelf )
                    patient.SendLocalizedMessage( 1008078, false, healer.Name ); //  : Attempting to heal you.

                healer.SendLocalizedMessage( 500956 ); // You begin applying the bandages.
                return context;
            }

            return null;
        }
开发者ID:justdanofficial,项目名称:khaeros,代码行数:81,代码来源:Bandage.cs

示例4: BeginHeal

        public static BandageContext BeginHeal( Mobile healer, Mobile patient )
        {
            bool isDeadPet = ( patient is BaseCreature && ((BaseCreature)patient).IsDeadPet );

            if ( patient is Golem )
            {
                healer.SendLocalizedMessage( 500970 ); // Bandages cannot be used on that.
            }
            else if ( patient is BaseCreature && ((BaseCreature)patient).IsAnimatedDead )
            {
                healer.SendLocalizedMessage( 500951 ); // You cannot heal that.
            }
            else if ( !patient.Poisoned && patient.Hits == patient.HitsMax && !BleedAttack.IsBleeding( patient ) && !isDeadPet )
            {
                healer.SendAsciiMessage("That being is not damaged!");
                //healer.SendLocalizedMessage( 500955 ); // That being is not damaged!
            }
            else if ( !patient.Alive && (patient.Map == null || !patient.Map.CanFit( patient.Location, 16, false, false )) )
            {
                healer.SendAsciiMessage("Target cannot be resurrected at that location.");
                //healer.SendLocalizedMessage( 501042 ); // Target cannot be resurrected at that location.
            }
            else if ( healer.CanBeBeneficial( patient, true, true ) )
            {
                healer.DoBeneficial( patient );

                bool onSelf = ( healer == patient );
                int dex = healer.Dex;

                double seconds;
                double resDelay = ( patient.Alive ? 0.0 : 5.0 );

                if ( onSelf )
                {
                    if ( Core.AOS )
                        seconds = 5.0 + (0.5 * ((double)(120 - dex) / 10)); // TODO: Verify algorithm
                    else
                        seconds = 9.4 + (0.6 * ((double)(120 - dex) / 10));
                }
                else
                {
                    if ( Core.AOS && GetPrimarySkill( patient ) == SkillName.Veterinary )
                    {
                        //if ( dex >= 40 )
                            seconds = 2.0;
                        //else
                        //	seconds = 3.0;
                    }
                    else
                    {
                        if ( dex >= 100 )
                            seconds = 3.0 + resDelay;
                        else if ( dex >= 40 )
                            seconds = 4.0 + resDelay;
                        else
                            seconds = 5.0 + resDelay;
                    }
                }

                BandageContext context = GetContext( healer );

                if ( context != null )
                    context.StopHeal();

                if ((patient.LastHealTime + TimeSpan.FromMinutes(3.0)) < DateTime.Now)
                {
                    patient.LastHealTime = DateTime.Now;
                    context = new BandageContext(healer, patient, TimeSpan.FromSeconds( /*seconds*/ 0.0));
                }
                else
                    healer.SendAsciiMessage("This being cannot be newly bandaged yet.");

                m_Table[healer] = context;

                /*if ( !onSelf )
                    patient.SendAsciiMessage(String.Format("{0} : Attempting to heal you.", healer.Name));*/
                    //patient.SendLocalizedMessage( 1008078, false, healer.Name ); //  : Attempting to heal you.

                //healer.SendAsciiMessage("You begin applying the bandages.");
                //healer.SendLocalizedMessage( 500956 ); // You begin applying the bandages.
                return context;
            }

            return null;
        }
开发者ID:Godkong,项目名称:Origins,代码行数:85,代码来源:Bandage.cs

示例5: BeginHeal

        public static BandageContext BeginHeal( Mobile healer, Mobile patient, Bandage bandage )
        {
            bool isDeadPet = ( patient is BaseCreature && ( (BaseCreature) patient ).IsDeadPet );

            if ( patient is BaseCreature && ( (BaseCreature) patient ).IsGolem )
            {
                // Bandages cannot be used on that.
                healer.SendLocalizedMessage( 500970 );
            }
            else if ( patient is BaseCreature && ( (BaseCreature) patient ).IsAnimatedDead )
            {
                // You cannot heal that.
                healer.SendLocalizedMessage( 500951 );
            }
            else if ( !patient.Poisoned && patient.Hits == patient.HitsMax && !BleedAttack.IsBleeding( patient ) && !isDeadPet )
            {
                // That being is not damaged!
                healer.SendLocalizedMessage( 500955 );
            }
            else if ( !patient.Alive && ( patient.Map == null || !patient.Map.CanFit( patient.Location, 16, false, false ) ) )
            {
                // Target cannot be resurrected at that location.
                healer.SendLocalizedMessage( 501042 );
            }
            else if ( healer.CanBeBeneficial( patient, true, true ) )
            {
                healer.DoBeneficial( patient );

                bool onSelf = ( healer == patient );
                int dex = healer.Dex;

                double seconds;
                double resDelay = ( patient.Alive ? 0.0 : 5.0 );

                if ( onSelf )
                {
                    seconds = 5 + ( 0.5 * ( (double) ( 120 - dex ) / 10 ) ); // TODO: Verify algorithm
                }
                else
                {
                    if ( GetPrimarySkill( patient, healer ) == SkillName.Veterinary )
                        seconds = 2;
                    else
                        seconds = 4 - ( (double) ( dex / 60 ) ) + resDelay;
                }

                if ( seconds < 1 )
                    seconds = 1;

                if ( seconds > 8 )
                    seconds = 8;

                BandageContext context = GetContext( healer );

                if ( context != null )
                    context.RefreshTimer( TimeSpan.FromSeconds( seconds ) );
                else
                    m_Table[healer] = context = new BandageContext( healer, patient, TimeSpan.FromSeconds( seconds ), bandage );

                if ( !onSelf )
                    patient.SendLocalizedMessage( 1008078, false, healer.Name ); //  : Attempting to heal you.

                if ( healer.Client != null )
                    healer.Client.Send( new CooldownInfo( bandage, (int) seconds ) );

                BuffInfo.AddBuff( healer, new BuffInfo( BuffIcon.Healing, 1151311, 1151400, TimeSpan.FromSeconds( seconds ), healer, patient.Name ) );

                healer.SendLocalizedMessage( 500956 ); // You begin applying the bandages.
                return context;
            }

            return null;
        }
开发者ID:Ravenwolfe,项目名称:xrunuo,代码行数:73,代码来源:Bandage.cs

示例6: BeginHeal

        public static BandageContext BeginHeal( Mobile healer, Mobile patient )
        {
            bool isDeadPet = ( patient is BaseCreature && ((BaseCreature)patient).IsDeadPet );

            if ( patient is Golem )
            {
                healer.SendLocalizedMessage( 500970 ); // Bandages cannot be used on that.
            }
            else if ( patient is BaseCreature && ((BaseCreature)patient).IsAnimatedDead )
            {
                healer.SendLocalizedMessage( 500951 ); // You cannot heal that.
            }
            else if ( !patient.Poisoned && patient.Hits == patient.HitsMax && !BleedAttack.IsBleeding( patient ) && !isDeadPet )
            {
                healer.SendLocalizedMessage( 500955 ); // That being is not damaged!
            }
            else if ( !patient.Alive && (patient.Map == null || !patient.Map.CanFit( patient.Location, 16, false, false )) )
            {
                healer.SendLocalizedMessage( 501042 ); // Target cannot be resurrected at that location.
            }
            else if ( healer.CanBeBeneficial( patient, true, true ) )
            {
                healer.DoBeneficial( patient );

                bool onSelf = ( healer == patient );
                int dex = healer.Dex;

                //double seconds;
                double seconds = patient.Alive ? (patient.Poisoned ? 6.0 : 5.0) : 10.0;
                double resDelay = ( patient.Alive ? 0.0 : 5.0 );

                if ( onSelf )
                {
                    if (Core.AOS)
                        seconds = 5.0 + (0.5 * ((double)(120 - dex) / 10)); // TODO: Verify algorithm
                    else//was: seconds = 9.4 + (0.6 * ((double)(120 - dex) / 10));
                    {
                        seconds *= 3;

                        if (healer.Skills[SkillName.Healing].Value > 90)
                            seconds -= 3.0 * ((healer.Skills[SkillName.Healing].Value - 90.0) / 10.0);
                    }
                }
                /*else
                {
                    if ( Core.AOS && GetPrimarySkill( patient ) == SkillName.Veterinary )
                    {
                        //if ( dex >= 40 )
                            seconds = 2.0;
                        //else
                        //	seconds = 3.0;
                    }
                    else
                    {
                        if ( dex >= 100 )
                            seconds = 3.0 + resDelay;
                        else if ( dex >= 40 )
                            seconds = 4.0 + resDelay;
                        else
                            seconds = 5.0 + resDelay;
                    }
                }*/

                // according to stratics:
                // dex | heal self | heal other | cure self | cure other
                // 100 |   11s     |   3s       |   13      |  4
                seconds *= 0.74 + ((double)(100 - dex) / 75) * 0.26;

                BandageContext context = GetContext( healer );

                if ( context != null )
                    context.StopHeal();

                context = new BandageContext( healer, patient, TimeSpan.FromSeconds( seconds ) );

                m_Table[healer] = context;

                if ( !onSelf )
                    patient.SendLocalizedMessage( 1008078, false, healer.Name ); //  : Attempting to heal you.

                healer.SendLocalizedMessage( 500956 ); // You begin applying the bandages.
                return context;
            }

            return null;
        }
开发者ID:greeduomacro,项目名称:divinity,代码行数:86,代码来源:Bandage.cs

示例7: GetValidTargets

        private static IEnumerable<Mobile> GetValidTargets( Mobile caster )
        {
            var partyPlayers = new HashSet<Mobile>( GetPartyPlayers( caster ) );

            foreach ( Mobile m in caster.GetMobilesInRange( 8 ) )
            {
                if ( !caster.CanBeBeneficial( m, false ) )
                    continue;

                if ( m.IsPlayer )
                {
                    if ( m.Alive && partyPlayers.Contains( m ) )
                    {
                        yield return m;

                        Mobile mount = m.Mount as Mobile;

                        if ( mount != null )
                            yield return mount;
                    }
                }
                else if ( m is BaseCreature )
                {
                    BaseCreature bc = (BaseCreature) m;

                    if ( bc.Controlled && !bc.IsDeadBondedPet && partyPlayers.Contains( bc.ControlMaster ) )
                        yield return bc;
                }
            }
        }
开发者ID:Ravenwolfe,项目名称:xrunuo,代码行数:30,代码来源:AreaSpellsong.cs

示例8: OnTarget

        public void OnTarget( Mobile from, object targeted )
        {
            if ( this.Deleted || this.Amount <= 0 )
                return;

            Mobile targ = targeted as Mobile;
            if ( from.NextSkillTime > DateTime.Now )
            {
                from.SendSkillMessage(); // You must wait...
            }
            else if ( targ == null || targ.Deleted || !targ.Alive || !( targ.Body.IsHuman || targ.Body.IsAnimal || targ.Body.IsSea || (targ is BaseCreature && ((BaseCreature)targ).Controled && !((BaseCreature)targ).Summoned) ) )
            {
                // you can heal anything tamable... I guess.
                from.SendLocalizedMessage( 500951 ); // You cannot heal that.
            }
            else if ( !from.InRange( targ, 3 ) )
            {
                from.SendLocalizedMessage( 500295 ); // You are too far away to do that.
            }
            else if ( Notoriety.Compute( from, targ ) == Notoriety.Enemy ) // || Server.Misc.NotorietyHandlers.CheckAggressor( from.Aggressors, targ ) || Server.Misc.NotorietyHandlers.CheckAggressed( from.Aggressed, targ ) )
            {
                from.SendAsciiMessage( "You cannot heal them right now." );
            }
            else if ( !from.CanSee( targ ) || !from.InLOS( targ ) )
            {
                from.SendAsciiMessage( "You can't see that." );
            }
            else if ( targ.Hits >= targ.HitsMax )
            {
                from.SendLocalizedMessage( 500955 ); // That being is not damaged!
            }
            else if ( !targ.CanBeginAction( typeof( Bandage ) ) || !from.CanBeBeneficial( targ, true, true ) )
            {
                from.SendAsciiMessage( "This being cannot be newly bandaged yet." );
            }
            else
            {
                from.DoBeneficial( targ );
                from.RevealingAction();

                this.Consume();

                int damage = targ.HitsMax - targ.Hits;
                int sk = damage * 100 / targ.HitsMax;
                int healed = 1;
                SkillName skill = GetSkillFor( targ );
                if ( from.CheckSkill( skill, sk - 25.0, sk + 25.0 ) )
                {
                    targ.PlaySound( 0x57 );

                    double scale = ( 75.0 + from.Skills[skill].Value - sk ) / 100.0;
                    if ( scale > 1.0 )
                        scale = 1.0;
                    else if ( scale < 0.5 )
                        scale = 0.5;
                    healed = (int)( damage * scale );

                    if ( healed < 1 )
                        healed = 1;
                    else if ( healed > 100 )
                        healed = 100;
                }

                targ.Hits += healed;
                if ( healed > 1 )
                    from.SendAsciiMessage( "You apply the bandages." );
                else
                    from.SendAsciiMessage( "You apply the bandages, but they barely help." );

                targ.BeginAction( typeof( Bandage ) );
                new BandageExpire( targ ).Start();
            }
        }
开发者ID:FreeReign,项目名称:Rebirth-Repack,代码行数:73,代码来源:Bandage.cs

示例9: BeginHeal

        public static BandageContext BeginHeal( Mobile healer, Mobile patient )
        {
            //vira para quem vai curar
            SpellHelper.Turn(healer, patient);

            bool isDeadPet = ( patient is BaseCreature && ((BaseCreature)patient).IsDeadPet );

            if ( patient is Golem )
            {
                healer.SendLocalizedMessage( 500970 ); // Bandages cannot be used on that.
            }
            else if ( patient is BaseCreature && ((BaseCreature)patient).IsAnimatedDead )
            {
                healer.SendLocalizedMessage( 500951 ); // You cannot heal that.
            }
            else if ( !patient.Poisoned && patient.Hits == patient.HitsMax && !BleedAttack.IsBleeding( patient ) && !isDeadPet )
            {
                healer.SendLocalizedMessage( 500955 ); // That being is not damaged!
            }
            else if ( !patient.Alive && (patient.Map == null || !patient.Map.CanFit( patient.Location, 16, false, false )) )
            {
                healer.SendLocalizedMessage( 501042 ); // Target cannot be resurrected at that location.
            }
            else if ( healer.CanBeBeneficial( patient, true, true ) )
            {
                healer.DoBeneficial( patient );

                bool onSelf = ( healer == patient );
                int dex = healer.Dex;

                double seconds;
                double resDelay = ( patient.Alive ? 0.0 : 5.0 );

                if ( onSelf )
                {
                    if ( Core.AOS )
                        seconds = 5.0 + (0.5 * ((double)(120 - dex) / 10)); // TODO: Verify algorithm
                    else
                        seconds = 9.4 + (0.6 * ((double)(120 - dex) / 10));
                }
                else
                {
                    if ( Core.AOS && GetPrimarySkill( patient ) == SkillName.Veterinary )
                    {
                        //if ( dex >= 40 )
                            seconds = 2.0;
                        //else
                        //	seconds = 3.0;
                    }
                    else
                    {
                        if ( dex >= 100 )
                            seconds = 3.0 + resDelay;
                        else if ( dex >= 40 )
                            seconds = 4.0 + resDelay;
                        else
                            seconds = 5.0 + resDelay;
                    }
                }

                BandageContext context = GetContext( healer );

                if ( context != null )
                    context.StopHeal();

                context = new BandageContext( healer, patient, TimeSpan.FromSeconds( seconds ) );

                m_Table[healer] = context;

                if ( !onSelf )
                    patient.SendLocalizedMessage( 1008078, false, healer.Name ); //  : Attempting to heal you.

                //mensagens
                if (patient.Alive)
                {
                    healer.Emote("*{0} esta tratando os ferimentos de {1}*", healer.Name, patient.Name);
                    if ( healer.Body.Type == BodyType.Human && !healer.Mounted ) {
                        healer.Animate(10, 5, 1, true, false, 0 );
                        healer.PlaySound(72);
                    }
                }
                else
                {
                    healer.Emote("*{0} esta estancando os ferimentos de {1}*", healer.Name, patient.Name);
                    if (healer.Body.Type == BodyType.Human && !healer.Mounted) {
                        healer.Animate(10, 5, 4, true, false, 0);
                        healer.PlaySound(72);
                    }
                }

                healer.SendLocalizedMessage( 500956 ); // You begin applying the bandages.
                return context;
            }

            return null;
        }
开发者ID:evildude807,项目名称:kaltar,代码行数:96,代码来源:Bandage.cs

示例10: BeginHeal

        public static MedKitContext BeginHeal( Mobile healer, Mobile patient )
        {
            bool isDeadPet = ( patient is BaseCreature && ((BaseCreature)patient).IsDeadPet );

            if ( patient is Golem )
            {
                healer.SendLocalizedMessage( 500970 ); // MedKits cannot be used on that.
            }
            else if ( patient is BaseCreature && ((BaseCreature)patient).IsAnimatedDead )
            {
                healer.SendLocalizedMessage( 500951 ); // You cannot heal that.
            }
            else if ( patient.Poisoned || BleedAttack.IsBleeding( patient ) )
            {
                healer.SendMessage("You cannot do that right now.");
            }
            else if (!patient.Alive)
            {
                healer.SendMessage("It's too late for them.");
            }
            else if (healer.CanBeBeneficial(patient, true, true))
            {
                healer.DoBeneficial( patient );

                bool onSelf = ( healer == patient );
                int dex = healer.Dex;

                double seconds = 10;
                double resDelay = ( patient.Alive ? 0.0 : 5.0 );

                MedKitContext context = GetContext( healer );

                if ( context != null )
                    context.StopHeal();

                seconds *= 1000;

                context = new MedKitContext( healer, patient, TimeSpan.FromMilliseconds( seconds ) );

                m_Table[healer] = context;

                if ( !onSelf )
                    patient.SendLocalizedMessage( 1008078, false, healer.Name ); //  : Attempting to heal you.

                healer.SendMessage("You begin working on the patient...");
                return context;
            }

            return null;
        }
开发者ID:jsrn,项目名称:MidnightWatchServer,代码行数:50,代码来源:MedKit.cs


注:本文中的Server.Mobile.CanBeBeneficial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。