RewardExperience() public méthode

Reward the Mob with experience, potentially causing it to gain (TODO: or lose) levels.
public RewardExperience ( decimal reward ) : void
reward decimal
Résultat void
Exemple #1
0
        public static void Kill(Mob attacker, Mob target)
        {
            Communications.DeliverMessage
                (target, null, MessageVector.Character, "\n\r\n\rYou are " + Colors.BRIGHT_RED + "DEAD!!" + Colors.CLEAR + "\n\r\n\r", "");
            Communications.DeliverMessage
                (target, null, MessageVector.ThirdParty, "$n is " + Colors.BRIGHT_RED + "DEAD!!" + Colors.CLEAR + "\n\r", "");

            if (target is Player)
            {
                //reward

                //clean up
                attacker.TargetEnemy = null;
                target.TargetEnemy   = null;

                if (target.CombatType == CombatType.TurnBased)
                {
                    target.Battle.Participants.Remove(target);
                    target.Menu   = null;
                    attacker.Menu = null;
                }

                target.Battle   = null;
                attacker.Battle = null;
                target.Move(Global.RoomTable[101]);
                target.Restore();

                target.WaitPulses = Global.RoundDuration * 5;
            }
            else if (target is Mob)
            {
                //reward
                attacker.RewardExperience(target.ExperienceReward);
                attacker.AddCoins(target.Coins);

                //clean up
                attacker.TargetEnemy = null;
                target.TargetEnemy   = null;

                if (target.CombatType == CombatType.TurnBased)
                {
                    target.Battle.Participants.Remove(target);
                    target.Menu   = null;
                    attacker.Menu = null;
                }

                target.Battle   = null;
                attacker.Battle = null;
                target.Delete();
            }
        }
Exemple #2
0
        public static void Kill(Mob attacker, Mob target)
        {
            Communications.DeliverMessage
                (target, null, MessageVector.Character, "\n\r\n\rYou are " + Colors.BRIGHT_RED + "DEAD!!" + Colors.CLEAR + "\n\r\n\r", "");
            Communications.DeliverMessage
                (target, null, MessageVector.ThirdParty, "$n is " + Colors.BRIGHT_RED + "DEAD!!" + Colors.CLEAR + "\n\r", "");

            if (target is Player)
            {
                //reward

                //clean up
                attacker.TargetEnemy = null;
                target.TargetEnemy = null;

                if (target.CombatType == CombatType.TurnBased)
                {
                    target.Battle.Participants.Remove(target);
                    target.Menu = null;
                    attacker.Menu = null;
                }

                target.Battle = null;
                attacker.Battle = null;
                target.Move(Global.RoomTable[101]);
                target.Restore();

                target.WaitPulses = Global.RoundDuration * 5;
            }
            else if (target is Mob)
            {
                //reward
                attacker.RewardExperience(target.ExperienceReward);
                attacker.AddCoins(target.Coins);

                //clean up
                attacker.TargetEnemy = null;
                target.TargetEnemy = null;

                if (target.CombatType == CombatType.TurnBased)
                {
                    target.Battle.Participants.Remove(target);
                    target.Menu = null;
                    attacker.Menu = null;
                }

                target.Battle = null;
                attacker.Battle = null;
                target.Delete();
            }
        }