本文整理汇总了C#中Server.Items.Bandage类的典型用法代码示例。如果您正苦于以下问题:C# Bandage类的具体用法?C# Bandage怎么用?C# Bandage使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Bandage类属于Server.Items命名空间,在下文中一共展示了Bandage类的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: FamousPiratesMace
public FamousPiratesMace()
: base(AIType.AI_Melee, FightMode.Closest, 15, 1, 0.9, 0.9)
{
int Hue = 2075;
// Skills and Stats
this.InitStats(350, 350, 310);
this.Skills[SkillName.Macing].Base = 150;
this.Skills[SkillName.Anatomy].Base = 150;
this.Skills[SkillName.Healing].Base = 150;
this.Skills[SkillName.Tactics].Base = 150;
// Name
this.Name = "Captain Hector Barbossa";
// Equip
WarHammer war = new WarHammer();
war.Movable = true;
war.Crafter = this;
war.Quality = WeaponQuality.Exceptional;
AddItem(war);
Boots bts = new Boots();
bts.Movable = false;
bts.Hue = Hue;
AddItem(bts);
ChainChest cht = new ChainChest();
cht.Movable = false;
cht.LootType = LootType.Regular;
cht.Crafter = this;
cht.Quality = ArmorQuality.Exceptional;
AddItem(cht);
ChainLegs chl = new ChainLegs();
chl.Movable = false;
chl.LootType = LootType.Regular;
chl.Crafter = this;
chl.Quality = ArmorQuality.Exceptional;
AddItem(chl);
PlateArms pla = new PlateArms();
pla.Movable = false;
pla.LootType = LootType.Regular;
pla.Crafter = this;
pla.Quality = ArmorQuality.Exceptional;
AddItem(pla);
TricorneHat tch = new TricorneHat();
tch.Movable = false;
tch.Hue = Hue;
AddItem(tch);
Bandage band = new Bandage(20);
AddToBackpack(band);
}
示例2: ArmyBaseMace
public ArmyBaseMace(int Team) : base(Team, AIType.AI_Melee, FightMode.Closest, 15, 1, 0.2, 0.6)
{
// An ArmyBase Hammerman
int iHue = 20 + Team * 40;
int jHue = 25 + Team * 40;
// Skills and Stats
this.InitStats((90 + Utility.Random(35)), (90 + Utility.Random(35)), (75 + Utility.Random(15)));
this.Skills[SkillName.Macing].Base = (90 + Utility.Random(30));
this.Skills[SkillName.Anatomy].Base = (90 + Utility.Random(30));
this.Skills[SkillName.Healing].Base = (90 + Utility.Random(30));
this.Skills[SkillName.Tactics].Base = (90 + Utility.Random(30));
// Name
this.Name = "Hammerman";
// Equip
WarHammer war = new WarHammer();
war.Movable = true;
war.Crafter = this;
war.Quality = WeaponQuality.Regular;
AddItem( war );
Boots bts = new Boots();
bts.Hue = iHue;
AddItem( bts );
ChainChest cht = new ChainChest();
cht.Movable = false;
cht.LootType = LootType.Newbied;
cht.Crafter = this;
cht.Quality = ArmorQuality.Regular;
AddItem( cht );
ChainLegs chl = new ChainLegs();
chl.Movable = false;
chl.LootType = LootType.Newbied;
chl.Crafter = this;
chl.Quality = ArmorQuality.Regular;
AddItem( chl );
PlateArms pla = new PlateArms();
pla.Movable = false;
pla.LootType = LootType.Newbied;
pla.Crafter = this;
pla.Quality = ArmorQuality.Regular;
AddItem( pla );
Bandage band = new Bandage( 50 );
AddToBackpack( band );
}
示例3: Scissor
public bool Scissor( Mobile from, Scissors scissors )
{
if ( Deleted || !from.CanSee( this ) ) return false;
//base.ScissorHelper( from, new Bandage(), 1 );
this.Consume( 1 );
Bandage give = new Bandage();
give.Hue = this.Hue;
from.AddToBackpack( give );
return true;
}
示例4: DummyMace
public DummyMace() : base( AIType.AI_SphereMelee, FightMode.Closest, 15, 1, 0.2, 0.6)
{
// A Dummy Macer
int iHue = 20 + Team * 40;
int jHue = 25 + Team * 40;
// Skills and Stats
InitStats( 125, 125, 90 );
Skills[SkillName.Macing].Base = 120;
Skills[SkillName.Anatomy].Base = 120;
Skills[SkillName.Healing].Base = 120;
Skills[SkillName.Tactics].Base = 120;
// Name
Name = "Macer";
// Equip
WarHammer war = new WarHammer();
war.Movable = true;
war.Crafter = this;
war.Quality = WeaponQuality.Regular;
AddItem( war );
Boots bts = new Boots();
bts.Hue = iHue;
AddItem( bts );
ChainChest cht = new ChainChest();
cht.Movable = false;
cht.LootType = LootType.Newbied;
cht.Crafter = this;
cht.Quality = ArmorQuality.Regular;
AddItem( cht );
ChainLegs chl = new ChainLegs();
chl.Movable = false;
chl.LootType = LootType.Newbied;
chl.Crafter = this;
chl.Quality = ArmorQuality.Regular;
AddItem( chl );
PlateArms pla = new PlateArms();
pla.Movable = false;
pla.LootType = LootType.Newbied;
pla.Crafter = this;
pla.Quality = ArmorQuality.Regular;
AddItem( pla );
Bandage band = new Bandage( 50 );
AddToBackpack( band );
}
示例5: GiveRewards
public override void GiveRewards()
{
//Random gold amount to add
BankCheck gold = new BankCheck( Utility.RandomMinMax( 200, 300 ) );
if( !Owner.AddToBackpack( gold ) )
{
gold.MoveToWorld(Owner.Location,Owner.Map);
}
//Adding Quest Reward Token(s)
for(int x = 0; x < 1; x++)
{
RandomTalisman talisman = new RandomTalisman();
if(!Owner.AddToBackpack( talisman ) )
{
talisman.MoveToWorld(Owner.Location,Owner.Map);
}
}
Item bonusitem;
bonusitem = new Bandage( 10 );
//Adding Bonus Item #1
if(!Owner.AddToBackpack( bonusitem ) )
{
bonusitem.MoveToWorld(Owner.Location,Owner.Map);
}
Item item;
//Add Reward Item #1
item = new AdventurersMachete();
if( item is BaseWeapon )
BaseRunicTool.ApplyAttributesTo((BaseWeapon)item, Utility.RandomMinMax( 1,4 ), 10, 50 );
if( item is BaseArmor )
BaseRunicTool.ApplyAttributesTo((BaseArmor)item, Utility.RandomMinMax( 1,4 ), 10, 50 );
if( item is BaseJewel )
BaseRunicTool.ApplyAttributesTo((BaseJewel)item, Utility.RandomMinMax( 1,4 ), 10, 50 );
if( item is BaseHat )
BaseRunicTool.ApplyAttributesTo((BaseHat)item, Utility.RandomMinMax( 1,4 ), 10, 50 );
if(!Owner.AddToBackpack( item ) )
{
item.MoveToWorld(Owner.Location,Owner.Map);
}
base.GiveRewards();
}
示例6: InternalTarget
public InternalTarget(Bandage bandage)
: base(GetRange(bandage.Expansion), false, TargetFlags.Beneficial)
{
m_Bandage = bandage;
}
示例7: InitOutfit
public override void InitOutfit()
{
WipeLayers();
AddItem( new Shirt( Utility.RandomNeutralHue() ) );
AddItem( new ShortPants( Utility.RandomNeutralHue() ) );
AddItem( new Boots( Utility.RandomNeutralHue() ) );
switch ( Utility.Random( 4 ) )
{
case 0: AddItem( new ShortHair( Utility.RandomHairHue() ) ); break;
case 1: AddItem( new TwoPigTails( Utility.RandomHairHue() ) ); break;
case 2: AddItem( new ReceedingHair( Utility.RandomHairHue() ) ); break;
case 3: AddItem( new KrisnaHair( Utility.RandomHairHue() ) ); break;
}
AddItem( new Kryss() );
PackGold( 50, 60 );
Bandage aids = new Bandage();
aids.Amount = Utility.Random( 1, 3 );
AddItem( aids );
Lockpick picks = new Lockpick();
picks.Amount = Utility.Random( 1, 3 );
AddItem( picks );
}
示例8: BandageTarget
public BandageTarget( Bandage bandage ) : base( Bandage.range, false, TargetFlags.Beneficial ){
m_Bandage = bandage;
}
示例9: InternalTarget
public InternalTarget( Bandage bandage )
: base(1, false, TargetFlags.None)
{
m_Bandage = bandage;
}
示例10: DummyFence
public DummyFence() : base(AIType.AI_Melee, FightMode.Closest, 15, 1, 0.2, 0.6)
{
// A Dummy Fencer
int iHue = 20 + Team * 40;
int jHue = 25 + Team * 40;
// Skills and Stats
this.InitStats( 125, 125, 90 );
this.Skills[SkillName.Fencing].Base = 120;
this.Skills[SkillName.Anatomy].Base = 120;
this.Skills[SkillName.Healing].Base = 120;
this.Skills[SkillName.Tactics].Base = 120;
// Name
this.Name = "Fencer";
// Equip
Spear ssp = new Spear();
ssp.Movable = true;
ssp.Crafter = this;
ssp.Quality = WeaponQuality.Regular;
AddItem( ssp );
Boots snd = new Boots();
snd.Hue = iHue;
snd.LootType = LootType.Newbied;
AddItem( snd );
ChainChest cht = new ChainChest();
cht.Movable = false;
cht.LootType = LootType.Newbied;
cht.Crafter = this;
cht.Quality = ArmorQuality.Regular;
AddItem( cht );
ChainLegs chl = new ChainLegs();
chl.Movable = false;
chl.LootType = LootType.Newbied;
chl.Crafter = this;
chl.Quality = ArmorQuality.Regular;
AddItem( chl );
PlateArms pla = new PlateArms();
pla.Movable = false;
pla.LootType = LootType.Newbied;
pla.Crafter = this;
pla.Quality = ArmorQuality.Regular;
AddItem( pla );
Bandage band = new Bandage( 50 );
AddToBackpack( band );
}
示例11: UseBandage
public static int UseBandage(BaseCreature from, bool healmaster, Bandage bandage)
{
if (from.IsDeadPet)
return 12;
var delay = (500 + (50*((120 - from.Dex)/10)))/100;
if (delay < 3)
delay = 3;
if (from.Controlled && from.ControlMaster != null && from.Hits >= (from.Hits/2) && healmaster)
{
if (from.InRange(from.ControlMaster, 2) && from.ControlMaster.Alive &&
from.ControlMaster.Hits < from.ControlMaster.HitsMax)
BandageContext.BeginHeal(from, from.ControlMaster, bandage);
}
else if (from.Hits < from.HitsMax)
{
BandageContext.BeginHeal(from, from, bandage);
}
return delay + 3;
}
示例12: InternalTarget
public InternalTarget(Bandage bandage)
: base(Bandage.Range, false, TargetFlags.Beneficial)
{
m_Bandage = bandage;
}
示例13: DummyAssassin
public DummyAssassin() : base(AIType.AI_Melee, FightMode.Closest, 15, 1, 0.2, 0.6)
{
// A Dummy Hybrid Assassin
int iHue = 20 + Team * 40;
int jHue = 25 + Team * 40;
// Skills and Stats
this.InitStats( 105, 105, 105 );
this.Skills[SkillName.Magery].Base = 120;
this.Skills[SkillName.EvalInt].Base = 120;
this.Skills[SkillName.Swords].Base = 120;
this.Skills[SkillName.Tactics].Base = 120;
this.Skills[SkillName.Meditation].Base = 120;
this.Skills[SkillName.Poisoning].Base = 100;
// Name
this.Name = "Hybrid Assassin";
// Equip
Spellbook book = new Spellbook();
book.Movable = false;
book.LootType = LootType.Newbied;
book.Content =0xFFFFFFFFFFFFFFFF;
AddToBackpack( book );
Katana kat = new Katana();
kat.Movable = false;
kat.LootType = LootType.Newbied;
kat.Crafter = this;
kat.Poison = Poison.Deadly;
kat.PoisonCharges = 12;
kat.Quality = WeaponQuality.Regular;
AddToBackpack( kat );
LeatherArms lea = new LeatherArms();
lea.Movable = false;
lea.LootType = LootType.Newbied;
lea.Crafter = this;
lea.Quality = ArmorQuality.Regular;
AddItem( lea );
LeatherChest lec = new LeatherChest();
lec.Movable = false;
lec.LootType = LootType.Newbied;
lec.Crafter = this;
lec.Quality = ArmorQuality.Regular;
AddItem( lec );
LeatherGorget leg = new LeatherGorget();
leg.Movable = false;
leg.LootType = LootType.Newbied;
leg.Crafter = this;
leg.Quality = ArmorQuality.Regular;
AddItem( leg );
LeatherLegs lel = new LeatherLegs();
lel.Movable = false;
lel.LootType = LootType.Newbied;
lel.Crafter = this;
lel.Quality = ArmorQuality.Regular;
AddItem( lel );
Sandals snd = new Sandals();
snd.Hue = iHue;
snd.LootType = LootType.Newbied;
AddItem( snd );
Cap cap = new Cap();
cap.Hue = iHue;
AddItem( cap );
Robe robe = new Robe();
robe.Hue = iHue;
AddItem( robe );
DeadlyPoisonPotion pota = new DeadlyPoisonPotion();
pota.LootType = LootType.Newbied;
AddToBackpack( pota );
DeadlyPoisonPotion potb = new DeadlyPoisonPotion();
potb.LootType = LootType.Newbied;
AddToBackpack( potb );
DeadlyPoisonPotion potc = new DeadlyPoisonPotion();
potc.LootType = LootType.Newbied;
AddToBackpack( potc );
DeadlyPoisonPotion potd = new DeadlyPoisonPotion();
potd.LootType = LootType.Newbied;
AddToBackpack( potd );
Bandage band = new Bandage( 50 );
AddToBackpack( band );
}
示例14: OnDoubleClick
public override void OnDoubleClick( Mobile m )
{
if ( m_TalismanType == TalismanType.None )
return;
if ( this.Parent != m )
{
m.SendLocalizedMessage( 502641 ); // You must equip this item to use it.
}
else if ( m_ChargeTimeLeft > 0 )
{
int tmptime = ( m_ChargeTimeLeft2 - ( DateTime.Now.Second - m_ChargeTimeLeft3.Second ) + 1 );
if ( tmptime > ( m_ChargeTimeLeft2 + 1 ) )
tmptime -= 60;
if ( tmptime > m_ChargeTimeLeft2 )
tmptime = m_ChargeTimeLeft2;
m.SendLocalizedMessage( 1074882, tmptime.ToString() ); // You must wait ~1_val~ seconds for this to recharge.
}
else if ( m_Charges == 0 )
{
m.SendLocalizedMessage( 501250 ); // This magic item is out of charges.
}
else
{
if ( (int) m_TalismanType <= 4 )
{
//Removal
m.Target = new InternalTarget( this );
}
//Mana Phase
else if ( m_TalismanType == TalismanType.ManaPhase )
{
ManaPhase.OnUse( m, this );
}
else if ( (int) m_TalismanType >= 9 )
{
//Summon creature
BaseCreature bc = (BaseCreature) Activator.CreateInstance( SummonEntry.GetNPC( m_TalismanType ) );
if ( BaseCreature.Summon( bc, m, m.Location, -1, TimeSpan.FromMinutes( 10.0 ) ) )
{
bc.FixedParticles( 0x3728, 1, 10, 9910, EffectLayer.Head );
bc.PlaySound( bc.GetIdleSound() );
m_SummonedCreature = bc;
m_Charges--;
InvalidateProperties();
ChargeTimeLeft = 1800;
m_ChargeTimer = new ChargeTimeLeftTimer( this );
m_ChargeTimer.Start();
m_ChargeTimeLeft3 = DateTime.Now;
}
}
else if ( m_TalismanType == TalismanType.SummonRandom )
{
//Summon Random
TalismanType tmpbc = SummonEntry.GetRandom();
BaseCreature bc = (BaseCreature) Activator.CreateInstance( SummonEntry.GetNPC( tmpbc ) );
if ( BaseCreature.Summon( bc, m, m.Location, -1, TimeSpan.FromMinutes( 10.0 ) ) )
{
bc.FixedParticles( 0x3728, 1, 10, 9910, EffectLayer.Head );
bc.PlaySound( bc.GetIdleSound() );
m_SummonedCreature = bc;
m_Charges--;
InvalidateProperties();
ChargeTimeLeft = 1800;
m_ChargeTimer = new ChargeTimeLeftTimer( this );
m_ChargeTimer.Start();
m_ChargeTimeLeft3 = DateTime.Now;
}
}
else
{
Item summonitem;
int message;
// Summon item
if ( m_TalismanType == TalismanType.SummonBandage )
{
summonitem = new Bandage( 10 );
summonitem.ItemID = 0x0EE9;
summonitem.Hue = 0xA3;
message = 1075002; // You have been given some clean bandages.
}
else if ( m_TalismanType == TalismanType.SummonBoard )
{
summonitem = new Board( 10 );
summonitem.Hue = 0xA3;
message = 1075000; // You have been given some wooden boards.
}
else// if ( m_TalismanType == TalismanType.SummonIngot )
{
summonitem = new IronIngot( 10 );
summonitem.Hue = 0xA3;
message = 1075001; // You have been given some ingots.
}
m.AddToBackpack( summonitem );
m.SendLocalizedMessage( message );
//.........这里部分代码省略.........
示例15: NewPlayerPackage
//.........这里部分代码省略.........
armor.EnergyBonus = 1;
armor.FireBonus = 1;
//armor.ArmorRatingBonus = 2;
armor.PoisonBonus = 1;
DropItem(armor);
armor.Location = new Point3D(71, 78, 0);
armor = new LeatherArms();
armor.Hue = 537;
armor.LootType = LootType.Newbied;
armor.ArmorAttributes.DurabilityBonus = 20;
armor.Attributes.LowerManaCost = 2;
armor.Attributes.LowerRegCost = 5;
armor.Attributes.Luck = 10;
armor.Attributes.BonusStam = 3;
armor.Attributes.RegenStam = 1;
armor.ColdBonus = 1;
armor.EnergyBonus = 1;
armor.FireBonus = 1;
//armor.ArmorRatingBonus = 2;
armor.PoisonBonus = 1;
DropItem(armor);
armor.Location = new Point3D(94, 84, 0);
armor = new LeatherGloves();
armor.Hue = 537;
armor.LootType = LootType.Newbied;
armor.ArmorAttributes.DurabilityBonus = 20;
armor.Attributes.LowerManaCost = 2;
armor.Attributes.LowerRegCost = 5;
armor.Attributes.Luck = 10;
armor.Attributes.BonusStr = 2;
armor.ColdBonus = 1;
armor.EnergyBonus = 1;
armor.FireBonus = 1;
//armor.ArmorRatingBonus = 2;
armor.PoisonBonus = 1;
DropItem(armor);
armor.Location = new Point3D(108, 85, 0);
armor = new LeatherGorget();
armor.Hue = 537;
armor.LootType = LootType.Newbied;
armor.ArmorAttributes.DurabilityBonus = 20;
armor.Attributes.LowerManaCost = 2;
armor.Attributes.LowerRegCost = 5;
armor.Attributes.BonusInt = 2;
armor.Attributes.Luck = 10;
armor.ColdBonus = 1;
armor.EnergyBonus = 1;
armor.FireBonus = 1;
//armor.ArmorRatingBonus = 2;
armor.PoisonBonus = 1;
DropItem(armor);
armor.Location = new Point3D(122, 79, 0);
armor = new LeatherCap();
armor.Hue = 537;
armor.LootType = LootType.Newbied;
armor.ArmorAttributes.DurabilityBonus = 20;
armor.Attributes.BonusDex = 2;
armor.Attributes.LowerManaCost = 2;
armor.Attributes.LowerRegCost = 5;
armor.Attributes.Luck = 10;
armor.ColdBonus = 1;
armor.EnergyBonus = 1;
armor.FireBonus = 1;
//armor.ArmorRatingBonus = 2;
armor.PoisonBonus = 1;
DropItem(armor);
armor.Location = new Point3D(115, 88, 0);
armor = new MetalShield();
armor.Hue = 537;
armor.LootType = LootType.Newbied;
armor.ArmorAttributes.DurabilityBonus = 20;
armor.Attributes.AttackChance = 5;
armor.Attributes.DefendChance = 5;
armor.Attributes.SpellChanneling = 1;
armor.Attributes.Luck = 10;
armor.ColdBonus = 1;
armor.EnergyBonus = 1;
armor.FireBonus = 1;
//armor.ArmorRatingBonus = 2;
armor.PoisonBonus = 1;
DropItem(armor);
armor.Location = new Point3D(132, 85, 0);
BaseJewel ring = new GoldRing();
ring.LootType = LootType.Newbied;
ring.Attributes.NightSight = 1;
ring.Attributes.SpellDamage = 5;
ring.Attributes.WeaponDamage = 5;
DropItem(ring);
ring.Location = new Point3D(140, 60, 0);
Item item = new Bandage(100);
DropItem(item);
item.Location = new Point3D(135, 66, 0);
}