/// <summary> /// /// </summary> /// <param name="character"></param> /// <param name="parameters"></param> /// <returns></returns> public override bool Process(Entity.CharacterEntity character, Dictionary <string, string> parameters) { if (!character.CanGameAction(Action.GameActionTypeEnum.GUILD_CREATE)) { character.Dispatch(WorldMessage.IM_ERROR_MESSAGE(InformationEnum.ERROR_YOU_ARE_AWAY)); return(false); } character.GuildCreationOpen(); return(true); }
/// <summary> /// /// </summary> /// <param name="character"></param> /// <param name="parameters"></param> /// <returns></returns> public override bool Process(Entity.CharacterEntity character, Dictionary <string, string> parameters) { var mapId = int.Parse(parameters["mapId"]); var cellId = int.Parse(parameters["cellId"]); // Not on map, maybe offline teleport or end fight teleport. if (!character.HasGameAction(GameActionTypeEnum.MAP) && character.CurrentAction == null) { character.MapId = mapId; character.CellId = cellId; return(true); } if (!character.CanGameAction(GameActionTypeEnum.MAP_TELEPORT)) { character.Dispatch(WorldMessage.IM_ERROR_MESSAGE(InformationEnum.ERROR_YOU_ARE_AWAY)); return(false); } character.Teleport(mapId, cellId); return(true); }