本文整理汇总了C#中Server.Items.BankCheck.MoveToWorld方法的典型用法代码示例。如果您正苦于以下问题:C# BankCheck.MoveToWorld方法的具体用法?C# BankCheck.MoveToWorld怎么用?C# BankCheck.MoveToWorld使用的例子?那么, 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Server.Items.BankCheck
的用法示例。
在下文中一共展示了BankCheck.MoveToWorld方法的6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: GiveRewards
public override void GiveRewards()
{
//Random gold amount to add
BankCheck gold = new BankCheck(Utility.RandomMinMax(5000, 6000));
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 RamaRobe();
//Adding Bonus Item #1
if (!Owner.AddToBackpack(bonusitem))
{
bonusitem.MoveToWorld(Owner.Location, Owner.Map);
}
base.GiveRewards();
}
示例2: GiveRewards
public override void GiveRewards()
{
//Random gold amount to add
BankCheck gold = new BankCheck( Utility.RandomMinMax( 100, 150 ) );
if( !Owner.AddToBackpack( gold ) )
{
gold.MoveToWorld(Owner.Location,Owner.Map);
}
base.GiveRewards();
}
示例3: GiveRewards
public override void GiveRewards()
{
//Give Gold to player in form of a bank check
BankCheck gold = new BankCheck(Utility.RandomMinMax(500, 1000));
if(!Owner.AddToBackpack( gold ))
gold.MoveToWorld(Owner.Location,Owner.Map);
Item item;
//Random Magic Item #1
item = Loot.RandomArmorOrShieldOrWeaponOrJewelry();
if( item is BaseWeapon )
BaseRunicTool.ApplyAttributesTo((BaseWeapon)item, 3, 10, 50 );
if( item is BaseArmor )
BaseRunicTool.ApplyAttributesTo((BaseArmor)item, 3, 10, 50 );
if( item is BaseJewel )
BaseRunicTool.ApplyAttributesTo((BaseJewel)item, 3, 10, 50 );
if( item is BaseHat )
BaseRunicTool.ApplyAttributesTo((BaseHat)item, 3, 10, 50 );
if(!Owner.AddToBackpack( item ) )
{
item.MoveToWorld(Owner.Location,Owner.Map);
}
//Random Magic Item #2
item = Loot.RandomArmorOrShieldOrWeaponOrJewelry();
if( item is BaseWeapon )
BaseRunicTool.ApplyAttributesTo((BaseWeapon)item, 3, 10, 50 );
if( item is BaseArmor )
BaseRunicTool.ApplyAttributesTo((BaseArmor)item, 3, 10, 50 );
if( item is BaseJewel )
BaseRunicTool.ApplyAttributesTo((BaseJewel)item, 3, 10, 50 );
if( item is BaseHat )
BaseRunicTool.ApplyAttributesTo((BaseHat)item, 3, 10, 50 );
if(!Owner.AddToBackpack( item ) )
{
item.MoveToWorld(Owner.Location,Owner.Map);
}
//Chance of Special Item
if ( Utility.RandomMinMax( 1, 1 ) == 1 )
{
item = new RalphiesWelcomeNecklace( );
if(!Owner.AddToBackpack( item ) )
{
item.MoveToWorld(Owner.Location,Owner.Map);
}
}
base.GiveRewards();
}
示例4: 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5: GiveRewards
public override void GiveRewards()
{
//Random gold amount to add
BankCheck gold = new BankCheck( Utility.RandomMinMax( 2000, 3000 ) );
if( !Owner.AddToBackpack( gold ) )
{
gold.MoveToWorld(Owner.Location,Owner.Map);
}
//Add Quest Reward Token(s)
//Owner.AddToBackpack( new QuestRewardToken( 1 ) );
//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);
}
}
base.GiveRewards();
}
示例6: GiveRewards
public override void GiveRewards()
{
//Random gold amount to add
BankCheck gold = new BankCheck( Utility.RandomMinMax( 500, 600 ) );
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 DullCopperIngot( 20 );
//Adding Bonus Item #1
if(!Owner.AddToBackpack( bonusitem ) )
{
bonusitem.MoveToWorld(Owner.Location,Owner.Map);
}
bonusitem = new ShadowIronIngot( 20 );
//Adding Bonus Item #2
if(!Owner.AddToBackpack( bonusitem ) )
{
bonusitem.MoveToWorld(Owner.Location,Owner.Map);
}
bonusitem = new CopperIngot( 20 );
//Adding Bonus Item #3
if(!Owner.AddToBackpack( bonusitem ) )
{
bonusitem.MoveToWorld(Owner.Location,Owner.Map);
}
bonusitem = new BronzeIngot( 20 );
//Adding Bonus Item #4
if(!Owner.AddToBackpack( bonusitem ) )
{
bonusitem.MoveToWorld(Owner.Location,Owner.Map);
}
bonusitem = new GoldIngot( 20 );
//Adding Bonus Item #5
if(!Owner.AddToBackpack( bonusitem ) )
{
bonusitem.MoveToWorld(Owner.Location,Owner.Map);
}
bonusitem = new AgapiteIngot( 20 );
//Adding Bonus Item #6
if(!Owner.AddToBackpack( bonusitem ) )
{
bonusitem.MoveToWorld(Owner.Location,Owner.Map);
}
bonusitem = new VeriteIngot( 20 );
//Adding Bonus Item #7
if(!Owner.AddToBackpack( bonusitem ) )
{
bonusitem.MoveToWorld(Owner.Location,Owner.Map);
}
bonusitem = new ValoriteIngot( 20 );
//Adding Bonus Item #8
if(!Owner.AddToBackpack( bonusitem ) )
{
bonusitem.MoveToWorld(Owner.Location,Owner.Map);
}
base.GiveRewards();
}