Exemple #1
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Help()
 {
     FriendlyName      = "help";
     RequiresFullMatch = true;
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Exemple #2
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Elist()
 {
     FriendlyName      = "elist";
     PrivilegeLevel    = PrivilegeLevel.Builder;
     RequiresFullMatch = true;
     ValidStates.Add(EntityState.Active);
 }
Exemple #3
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public East()
 {
     FriendlyName   = "east";
     HasPriority    = true;
     PrivilegeLevel = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Active);
 }
Exemple #4
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 /// <summary>
 /// Default constructor
 /// </summary>
 public South()
 {
     FriendlyName   = "south";
     HasPriority    = true;
     PrivilegeLevel = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Active);
 }
Exemple #5
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Shutdown()
 {
     FriendlyName      = "shutdown";
     PrivilegeLevel    = PrivilegeLevel.Administrator;
     RequiresFullMatch = true;
     ValidStates.Add(EntityState.Active);
 }
Exemple #6
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Flee()
 {
     FriendlyName    = "flee";
     IsCombatCommand = true;
     PrivilegeLevel  = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Combat);
 }
Exemple #7
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Title()
 {
     FriendlyName        = "title";
     IsPlayerOnlyCommand = true;
     PrivilegeLevel      = PrivilegeLevel.Player;
     ValidStates.Add(EntityState.Active);
 }
Exemple #8
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Wear()
 {
     FriendlyName   = "wear";
     PrivilegeLevel = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Exemple #9
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Drink()
 {
     FriendlyName   = "drink";
     PrivilegeLevel = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Exemple #10
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Mgenerate()
 {
     FriendlyName      = "mgenerate";
     PrivilegeLevel    = PrivilegeLevel.Builder;
     RequiresFullMatch = true;
     ValidStates.Add(EntityState.Active);
 }
Exemple #11
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Remove()
 {
     FriendlyName   = "remove";
     PrivilegeLevel = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Exemple #12
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Autodig()
 {
     FriendlyName        = "autodig";
     IsPlayerOnlyCommand = true;
     PrivilegeLevel      = PrivilegeLevel.Builder;
     RequiresFullMatch   = true;
     ValidStates.Add(EntityState.Active);
 }
Exemple #13
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Learn()
 {
     FriendlyName        = "learn";
     IsPlayerOnlyCommand = false;
     PrivilegeLevel      = PrivilegeLevel.None;
     RequiresFullMatch   = true;
     ValidStates.Add(EntityState.Active);
 }
Exemple #14
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Quit()
 {
     FriendlyName        = "quit";
     IsPlayerOnlyCommand = true;
     PrivilegeLevel      = PrivilegeLevel.Player;
     RequiresFullMatch   = true;
     ValidStates.Add(EntityState.Active);
 }
Exemple #15
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Skills()
 {
     FriendlyName        = "skills";
     IsPlayerOnlyCommand = true;
     PrivilegeLevel      = PrivilegeLevel.Player;
     RequiresFullMatch   = false;
     ValidStates.Add(EntityState.Active);
 }
Exemple #16
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Prompt()
 {
     FriendlyName        = "prompt";
     IsPlayerOnlyCommand = true;
     PrivilegeLevel      = PrivilegeLevel.Player;
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Exemple #17
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Config()
 {
     FriendlyName        = "config";
     IsPlayerOnlyCommand = true;
     PrivilegeLevel      = PrivilegeLevel.Player;
     RequiresFullMatch   = true;
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Exemple #18
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 public Kick()
 {
     FriendlyName   = "kick";
     HasPriority    = false;
     PrivilegeLevel = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
     IsCombatCommand = true;
     Cooldown        = 1;
 }
Exemple #19
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Sell()
 {
     FriendlyName = "sell";
     ValidStates.Add(EntityState.Active);
 }
Exemple #20
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Equipment()
 {
     FriendlyName = "equipment";
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Exemple #21
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Shop()
 {
     FriendlyName = "shop";
     ValidStates.Add(EntityState.Active);
 }
Exemple #22
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Stats()
 {
     FriendlyName = "stats";
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Exemple #23
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Buy()
 {
     FriendlyName = "buy";
     ValidStates.Add(EntityState.Active);
 }
Exemple #24
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 /// <summary>
 /// Default constructor
 /// </summary>
 public MoveEntity()
 {
     FriendlyName   = "move entity";
     PrivilegeLevel = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Active);
 }
Exemple #25
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Goto()
 {
     FriendlyName   = "goto";
     PrivilegeLevel = PrivilegeLevel.Builder;
     ValidStates.Add(EntityState.Active);
 }
Exemple #26
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Look()
 {
     FriendlyName = "look";
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Exemple #27
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Craft()
 {
     FriendlyName   = "craft";
     PrivilegeLevel = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Active);
 }
Exemple #28
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 /// <summary>
 /// Default constructor
 /// </summary>
 public Inventory()
 {
     FriendlyName = "inventory";
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Exemple #29
0
 /// <summary>
 /// Who command lists out currently online players.
 /// </summary>
 public Who()
 {
     FriendlyName = "who";
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Exemple #30
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Kill()
 {
     FriendlyName   = "kill";
     PrivilegeLevel = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Active);
 }