static bool Prefix1(OneArmBandit __instance) { if (!Main.enabled) { return(true); } __instance.had_award_prob = 100; __instance.drop_money_prob = 1; __instance.drop_armor_prob = 1; __instance.drop_cthulhu_prob = 1; __instance.drop_item_prob = 1; __instance.drop_weapon_prob = 1; __instance.drop_potion_prob = 1; __instance.drop_punish_prob = 1; __instance.drop_supply_prob = 1; __instance.drop_act_props_prob = 1; switch (settings.dropType) { case OneArmBandit.AwardType.Item: __instance.drop_item_prob = 100; break; case OneArmBandit.AwardType.Armor: __instance.drop_armor_prob = 100; break; case OneArmBandit.AwardType.Weapon: __instance.drop_weapon_prob = 100; break; } return(true); }
static bool Prefix1(RollingBar __instance, OneArmBandit ___oneArmBandit) { if (!Main.enabled) { return(true); } ___oneArmBandit.RollingEnd(); return(false); }
public static void Main(string[] args) { Player p = new Player(); MainClass.Greetings(p); OneArmBandit machine = new OneArmBandit(); while (true) { Console.WriteLine(p.PlayerName + p.AmountOfInsertedCoins.ToString()); machine.RunMachine(p); if (p.AmountOfInsertedCoins <= 0) { break; } Console.WriteLine(); Console.WriteLine($"Koniec tego losowania, zostało Ci {p.AmountOfInsertedCoins} monet, kliknij enter aby uruchomić kolejne losowanie!"); Console.ReadLine(); } Console.WriteLine(); Console.WriteLine("Skończyły Ci się monety, zapraszamy ponownie z większą gotówką!"); }
public static void Main(string[] args) { OneArmBandit machine = new OneArmBandit(); machine.RunMachine(); }