本文整理汇总了PHP中SR_Player::isRunner方法的典型用法代码示例。如果您正苦于以下问题:PHP SR_Player::isRunner方法的具体用法?PHP SR_Player::isRunner怎么用?PHP SR_Player::isRunner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SR_Player
的用法示例。
在下文中一共展示了SR_Player::isRunner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PHP代码示例。
示例1: onTrollReward
private function onTrollReward(SR_NPC $npc, SR_Player $player)
{
$max = $player->isRunner() ? Shadowcmd_lvlup::MAX_VAL_ATTRIBUTE_RUNNER : Shadowcmd_lvlup::MAX_VAL_ATTRIBUTE;
$base = $player->getBase('magic');
if ($base >= $max) {
$ny = 5000;
$player->giveNuyen($ny);
return $player->message($this->lang('reward_ny', array($ny)));
// return $player->message('Larry hands you another 5000 nuyen!');
}
$player->message($this->lang('reward1'));
// $player->message('Larry leads you to a shamane: "This is our shamane, Srando, he can help you."');
$race = $player->getRace();
if ($race === 'Ork' || $race === 'Troll') {
$player->message($this->lang('reward2', array($race)));
// $player->message('The shamane says: "You are a strong '.$race.'. You just need to calm down sometime."');
$player->message($this->lang('reward3'));
// $player->message('You are starting to argue, but the shamane continues: "If you calm you have more time to strengthen yourself. Focus yourself, and the path is clear."');
$player->message($this->lang('reward4'));
// $player->message('The shamane touches your head: "Your mind is now clear from anything. You can focus yourself from now on."');
$player->message($this->lang('reward5'));
// $player->message('Your character is now allowed to learn magic and spells.');
} else {
$player->message($this->lang('reward5'));
// $player->message('The shamane mumbles some magic spells and raises your base value for magic by 1.');
}
$player->alterField('magic', 1);
$player->modify();
return true;
}
示例2: onSolveDuo
public function onSolveDuo(SR_Player $player)
{
$this->msg('solve2a');
$this->msg('solve2b');
// $player->message('The dwarfs look very pleased.');
// $player->message('"Thank you so much", Aron says, "For your help we have thought of a special reward..."');
$max = $player->isRunner() ? Shadowcmd_lvlup::MAX_VAL_SKILL_RUNNER : Shadowcmd_lvlup::MAX_VAL_SKILL;
if ($player->getBase('melee') > $max) {
$this->msg('solve2c', array(Shadowfunc::displayNuyen(5000)));
$player->giveNuyenEvent(5000);
// $player->message('You received another 5000 nuyen!');
} else {
$this->msg('solve2d');
// $player->message('Your melee skill has increased by 1.');
$player->levelupField('melee', 1);
// $player->modify();
}
return true;
}
示例3: onKill
public static function onKill(SR_Player $killer, SR_Player $victim)
{
if (!$killer->isHuman()) {
return true;
}
if ($victim instanceof SR_HireNPC) {
$column = 'npc';
} elseif ($victim instanceof SR_NPC) {
$column = 'mob';
} else {
if ($victim->isRunner()) {
$column = 'runner';
} else {
$column = 'human';
}
}
if (false === ($stats = self::getOrCreateStats($killer))) {
return false;
}
return $stats->increase('sr4ps_kill_' . $column, 1);
}
示例4: announceKilled
private function announceKilled(SR_Player $killer)
{
$famous = $this->isRunner() ? 'famous' : 'newbie';
$famous2 = $killer->isRunner() ? 'famous' : 'newbie';
$npchuman = $killer->isHuman() ? 'runner' : 'NPC';
$message = sprintf('[Shadowlamb] - The %s runner %s got killed by the %s %s %s', $famous, $this->getName(), $famous2, $npchuman, $killer->getName());
Shadowshout::sendGlobalMessage($message);
}
示例5: getMaxLevel
public static function getMaxLevel(SR_Player $player, $field)
{
$runner = $player->isRunner();
if ($field === 'essence') {
return 6;
}
if (in_array($field, SR_Player::$SKILL)) {
return $runner ? self::MAX_VAL_SKILL_RUNNER : self::MAX_VAL_SKILL;
} elseif (in_array($field, SR_Player::$ATTRIBUTE)) {
return $runner ? self::MAX_VAL_ATTRIBUTE_RUNNER : self::MAX_VAL_ATTRIBUTE;
} elseif (in_array($field, SR_Player::$KNOWLEDGE)) {
return $runner ? self::MAX_VAL_KNOWLEDGE_RUNNER : self::MAX_VAL_KNOWLEDGE;
} elseif (false !== ($spell = SR_Spell::getSpell($field))) {
return $runner ? self::MAX_VAL_SPELL_RUNNER : self::MAX_VAL_SPELL;
} else {
return false;
}
}