public override void SetDefaults() { item.accessory = true; if (roll) { CurrentEffect = ReturnRollAbnormalEffect(); item.rare = ItemRarityID.LightPurple; } Save(); }
public override void ResetEffects() { holdingAmmoGun = false; unusual = 0; maxAmmo = 0; currentAmmo = 0; wearingAutonomousOrb = false; tallHat = TallHat.None; emittingAura = false; receivingAura = false; bellOfPestilence = false; }
public override void run() { L2Player player = Client.CurrentPlayer; if (ownerId != player.ObjID) { player.sendActionFailed(); return; } AbnormalEffect avestop = null; foreach (AbnormalEffect ave in player._effects) { if (ave.id != skillId && ave.lvl != skillLv) { continue; } if (ave.skill.debuff == 1 && ave.skill.is_magic > 1) { break; } avestop = ave; break; } if (avestop == null) { player.sendActionFailed(); return; } lock (player._effects) { avestop.forcedStop(true, true); player._effects.Remove(avestop); } }
public override void RunImpl() { L2Player player = _client.CurrentPlayer; if (_ownerId != player.ObjId) { player.SendActionFailed(); return; } AbnormalEffect avestop = player.Effects.Where(ave => (ave.Id == _skillId) || (ave.Lvl == _skillLv)).TakeWhile(ave => (ave.Skill.Debuff != 1) || (ave.Skill.IsMagic <= 1)).FirstOrDefault(); if (avestop == null) { player.SendActionFailed(); return; } lock (player.Effects) { avestop.ForcedStop(true, true); player.Effects.Remove(avestop); } }
public GuerrillaRebel(AbnormalEffect effect) : base(effect) { }
public HongKongCone(AbnormalEffect effect) : base(effect) { }
public PithyProfessional(AbnormalEffect effect) : base(effect) { }
public ToughStuffMuffs(AbnormalEffect effect) : base(effect) { }
public SirPumpkinton(AbnormalEffect effect) : base(effect) { }
public override void NetRecieve(BinaryReader reader) { CurrentEffect = (AbnormalEffect)reader.ReadInt32(); }
public SearedSorcerer(AbnormalEffect effect) : base(effect) { }
public Hotrod(AbnormalEffect effect) : base(effect) { }
/// <summary> /// Rolls a random float and determines what effect the Abnormal item gets. /// </summary> protected void RollAbnormalEffect() { int rand = Main.rand.Next(0, Table.Count); CurrentEffect = Table[rand]; }
public AbnormalItem(AbnormalEffect effect) { // Dummy Constructor }
public AbnormalItem() { roll = false; CurrentEffect = 0; // Dummy Constructor }
public AbnormalBase(AbnormalEffect effect) { CurrentEffect = effect; }
public override void Load(TagCompound tag) { CurrentEffect = (AbnormalEffect)tag.GetInt("AbnormalEffect"); }
public TeamCaptain(AbnormalEffect effect) : base(effect) { }
public FruitShoot(AbnormalEffect effect) : base(effect) { }
public LegendaryLid(AbnormalEffect effect) : base(effect) { }
public SamurEye(AbnormalEffect effect) : base(effect) { }
public SurgeonShako(AbnormalEffect effect) : base(effect) { }
public ConjurerCowl(AbnormalEffect effect) : base(effect) { }
public SurgeonStahlhelm(AbnormalEffect effect) : base(effect) { }
public NinjaHeadband(AbnormalEffect effect) : base(effect) { }
public PaperBag(AbnormalEffect effect) : base(effect) { }
public DeadCone(AbnormalEffect effect) : base(effect) { }
public ImpregnableHelm(AbnormalEffect effect) : base(effect) { }
public BrassBucket(AbnormalEffect effect) : base(effect) { }
public AbnormalBase() { CurrentEffect = 0; }