public static void LookByPerson(player.Player p, string name) { //判断是否有 if (!ALLItem.ContainsKey(name)) { p.SendMes("查无此物"); return; } //执行使用 p.SendMes(ALLItem[name].Report()); }
public static void Lottery(player.Player p) { var price = 3 + p.StatusInt.Get("抽奖次数") / 10; if (p.StatusInt.Get("抽奖次数") > 9 && p.StatusInt.Get("抽奖次数") % 10 == 0) { p.SendMes($"这是你第{p.StatusInt.Get("抽奖次数")}次抽奖啦~下一次,我就会多收你一枚金币了~"); } if (p.Gold < price) { p.SendMes($"你的金币数量不足{price}枚"); return; } else { //抽奖次数+1 p.StatusInt.AddOne("抽奖次数"); p.Gold -= price; } Item item0; //累计值增加 p.StatusInt.Add("累计值", 1); //大奖! if (p.StrictJude(p.StatusInt.Get("累计值"))) { p.StatusInt.Lose("累计值", 10); var i = Common.D() - p.Lucky; if (i <= -10) { item0 = RandomOne(ItemsS); } else if (i <= 5) { item0 = RandomOne(ItemsA); } else { item0 = RandomOne(ItemsB); } } //普通抽取 else { item0 = RandomOne(ItemsC); } //告知 p.Package.AddOne(item0.name); p.SendMes($"花费{price}枚金币,你抽中了一个{item0.Level}级{item0.name}"); }
public override void PlayWin(player.Player p) { var itm = p.Jude(50) ? ItemList.RandomC() : ItemList.RandomB(); p.SendMes($"为名除害消灭{name},获得{itm}"); p.Package.AddOne(itm); }
public override void PlayWin(player.Player p) { var itm = ItemList.RandomA(); p.SendMes($"你悄无声息的走出了监视区域,成功收集到了暗黑组织犯罪的证据,获得官方奖励的{itm}一个"); p.Package.AddOne(itm); }
public override void PlayWin(player.Player p) { var itm = ItemList.RandomS(); p.SendMes($"走出地下迷宫,揭破地下组织的阴谋,获得官方奖励的{itm}一个"); p.Package.AddOne(itm); }
//使用的时候(全体物品) public static void UseItemByPerson(player.Player p, string name) { //判断是否有 if (!p.Package.Contain(name)) { p.SendMes("你没有这个物品"); return; } //判断是否可以使用 if (!ALLItem.ContainsKey(name)) { p.SendMes("此物品不可使用"); return; } //执行使用 ALLItem[name].UseBy(p); }
//失败惩罚 virtual public void PlayLose(player.Player p) { if (level == "小兵") { p.SendMes($"挑战失败,你被{name}打的落花流水"); } else if (level == "队长") { p.Crazy += 5; p.SendMes($"挑战失败,你被{name}打的落花流水,疯狂+5"); } else { p.Crazy += 25; p.SendMes($"在绝对的力量面前,你实在过于弱小,疯狂+25"); } }
//在子类作用域隐藏父类变量 public override void PlayWin(player.Player p) { p.StatusStr.Set(name, "击杀"); //xx,成就的方法记载 p.StatusStr.Set($"焚毁晴空号!", "成就"); p.SendMes($"你!战胜了{name}!?获得{lose}"); p.Package.Add("神偷手套", 3); }
public void LookByP(player.Player p) { p.SendMes($@" {name} {level} 修为:{XW} 三相: 体质{Basic} | 疯狂{Crazy} | 幸运{Lucky} 战斗效果: {fuc} 掉落: {lose}"); }
//在子类作用域隐藏父类变量 public override void PlayWin(player.Player p) { p.StatusStr.Set(name, "击杀"); //xx,成就的方法记载 p.StatusStr.Set($"令其死亡!", "成就"); p.SendMes($"你!战胜了{name}!?获得{lose}"); p.Package.AddOne("焚血"); }
//在子类作用域隐藏父类变量 public override void PlayWin(player.Player p) { p.StatusStr.Set(name, "击杀"); //xx,成就的方法记载 p.StatusStr.Set($"击杀{name}", "成就"); p.SendMes($"你!战胜了{name}!?获得{lose}"); p.Package.Add("闪回石", 22); p.Package.AddOne("缩小药水"); p.Package.AddOne("忘忧草"); }
//和玩家战斗 public void DefeatByPlayer(player.Player p) { if (p.StatusStr.Contain(name)) { p.SendMes($"你已经击杀过一次{name}了"); p.StatusInt.Set("上次挑衅时间", 0); return; } p.SendMes($"你正在挑衅{name}"); Effect(p); if (p.GetAtk() > GetATK()) { PlayWin(p); } else { PlayLose(p); } EffectLose(p); }
public void LookByPerson(player.Player p) { p.SendMes($@"遗迹 {name} ... {des} ... 首领: {header} 队长: {mid} 小兵: {solder} -------------------- 你可以使用'挑衅#怪物名'来攻击怪物"); }
//死亡掉落(基础C和基础B) virtual public void PlayWin(player.Player p) { string iname = ""; if (level == "小兵") { iname = ItemList.RandomC(); } else if (level == "队长") { iname = ItemList.RandomB(); } p.SendMes($"你击杀了{name},获得一个{iname}"); p.Package.AddOne(iname); }
public static void MonsterATKbyPerson(player.Player p, string monster_name) { //选出怪物 if (monster_name == Now.solder) { MonsterList.Monsters[monster_name].DefeatByPlayer(p); } else if (monster_name == Now.mid) { MonsterList.Monsters[monster_name].DefeatByPlayer(p); } else if (monster_name == Now.header) { MonsterList.Monsters[monster_name].DefeatByPlayer(p); } else { p.SendMes("请挑衅遗迹中存在的怪物"); //如果挑战错怪了,就再给一次挑战机会 p.StatusInt.Set("上次挑衅时间", 0); } }
public override void PlayWin(player.Player p) { p.SendMes($"你击杀了{c}只蝙蝠,获得{(int)c / 10}枚金币"); p.Gold += (int)c / 10; }
//在子类作用域隐藏父类变量 public override void PlayWin(player.Player p) { p.SendMes($"你击杀了{name},获得一枚闪回石"); p.Package.AddOne("闪回石"); }