コード例 #1
0
ファイル: Player.cs プロジェクト: uvbs/DDTank-3.0
        public bool UseItem(ItemTemplateInfo item)
        {
            if (m_energy > item.Property4)
            {
                m_energy -= item.Property4;

                m_delay += item.Property5;

                GSPacketIn pkg = m_player.Out.SendPropUseRespone(this, -2, -2, item.TemplateID);
                m_game.SendToAll(pkg, m_player);

                SpellMgr.ExecuteSpell(m_game, m_game.CurrentPlayer, item);

                m_player.QuestInventory.CheckUseItem(item.TemplateID);

                if (item.Property6 == 1 && IsAttacking)
                {
                    StopAttacking();

                    m_game.CheckState(0);
                }

                return(true);
            }
            return(false);
        }
コード例 #2
0
ファイル: Player.cs プロジェクト: SkelletonX/DDTServer
 public void UseSecondWeapon()
 {
     if (this.PlayerDetail.SecondWeapon != null && this.m_energy - this.PlayerDetail.SecondWeapon.Template.Property4 >= 0)
     {
         if (this.m_secondWeapon <= 0)
         {
             if (this.PlayerDetail.SecondWeapon != null)
             {
                 if (this.AngelCount <= 0)
                 {
                     this.PlayerDetail.SendMessage(eMessageType.ERROR, LanguageMgr.GetTranslation("UnusableSecondWeapon", new object[]
                     {
                         this.PlayerDetail.SecondWeapon.Template.Name
                     }));
                 }
                 else
                 {
                     this.m_secondWeapon = this.PlayerDetail.SecondWeapon.Template.Property6;
                     this.m_energy      -= this.PlayerDetail.SecondWeapon.Template.Property4;
                     SpellMgr.ExecuteSpell(base.Game, this, this.PlayerDetail.SecondWeapon);
                     this.m_game.SendPlayerUseProp(this, -2, -2, this.PlayerDetail.SecondWeapon.TemplateID);
                     this.AngelCount--;
                 }
             }
         }
     }
 }
コード例 #3
0
 private void ChangeProperty(Player player)
 {
     if (this.rand.Next(100) < this.m_probability)
     {
         SpellMgr.ExecuteSpell(player.Game, player, ItemMgr.FindItemTemplate(10022));
         player.Game.SendEquipEffect(player, LanguageMgr.GetTranslation("AtomBombEquipEffect.Success", new object[0]));
     }
 }
コード例 #4
0
 private void ChangeProperty(Player player)
 {
     if (rand.Next(100) < m_probability)
     {
         SpellMgr.ExecuteSpell(player.Game, player, ItemMgr.FindItemTemplate(10020));
         //player.Game.SendEquipEffect(player, LanguageMgr.GetTranslation("ArmorPiercerEquipEffect.Success"));
     }
 }
コード例 #5
0
 private void player_AfterKilledByLiving(Living living, Living target, int damageAmount, int criticalAmount)
 {
     if (this.rand.Next(100) < this.m_probability)
     {
         living.EffectTrigger = true;
         SpellMgr.ExecuteSpell(living.Game, living as Player, ItemMgr.FindItemTemplate(10021));
         living.Game.SendEquipEffect(living, LanguageMgr.GetTranslation("NoHoleEquipEffect.Success", new object[0]));
     }
 }
コード例 #6
0
 private void ChangeProperty(Player player)
 {
     if (rand.Next(100) < m_probability)
     {
         SpellMgr.ExecuteSpell(player.Game, player, ItemMgr.FindItemTemplate(10015));
         player.Game.SendEquipEffect(player, LanguageMgr.GetTranslation("IceFronzeEquipEffect.Success"));
         //player.Game.SendAttackEffect(player, 1);reEn
     }
 }
コード例 #7
0
 void player_AfterKilledByLiving(Living living, Living target, int damageAmount, int criticalAmount)
 {
     if (rand.Next(100) < m_probability)
     {
         living.ShootMovieDelay = 50;
         SpellMgr.ExecuteSpell(living.Game, living as Player, ItemMgr.FindItemTemplate(10021));
         // living.Game.SendEquipEffect(living, LanguageMgr.GetTranslation("NoHoleEquipEffect.Success"));
     }
 }
コード例 #8
0
 private void ChangeProperty(Player player, int ball)
 {
     if (AbstractEffect.random.Next(1000000) < this.m_probability * 10000 && !player.AttackEffectTrigger)
     {
         this.EffectTrigger    = true;
         player.FlyingPartical = 65;
         SpellMgr.ExecuteSpell(player.Game, player, ItemMgr.FindItemTemplate(10020));
         player.AttackEffectTrigger = true;
         player.Game.AddAction(new LivingSayAction(player, LanguageMgr.GetTranslation("ArmorPiercerEquipEffect.msg", new object[0]), 9, 0, 1000));
     }
 }
コード例 #9
0
ファイル: Player.cs プロジェクト: changthai2540/DDTank-II
 public bool UseItem(ItemTemplateInfo item)
 {
     if (this.CanUseItem(item))
     {
         this.m_energy -= item.Property4;
         this.m_delay  += item.Property5;
         this.m_game.SendPlayerUseProp(this, -2, -2, item.TemplateID);
         SpellMgr.ExecuteSpell(this.m_game, this.m_game.CurrentLiving as Player, item);
         return(true);
     }
     return(false);
 }
コード例 #10
0
        public bool UseItem(ItemTemplateInfo item)
        {
            if (CanUseItem(item))// && IsUseProp == true)
            {
                m_energy -= item.Property4;

                m_delay += item.Property5;

                m_game.SendPlayerUseProp(this, -2, -2, item.TemplateID);

                SpellMgr.ExecuteSpell(m_game, m_game.CurrentLiving as Player, item);

                //if (item.Property6 == 1 && IsAttacking)
                //{
                //    StopAttacking();

                //    m_game.CheckState(0);
                //}

                return(true);
            }
            return(false);
        }
コード例 #11
0
ファイル: Player.cs プロジェクト: SkelletonX/DDTServer
        public bool UseItem(ItemTemplateInfo item)
        {
            bool result;

            if (this.CanUseItem(item))
            {
                this.m_energy -= item.Property4;
                this.m_delay  += item.Property5;
                this.m_game.SendPlayerUseProp(this, -2, -2, item.TemplateID);
                this.OnPlayerUseProp(this);
                SpellMgr.ExecuteSpell(this.m_game, this.m_game.CurrentLiving as Player, item);
                if (item.Property6 == 1 && base.IsAttacking)
                {
                    this.StopAttacking();
                    this.m_game.CheckState(0);
                }
                result = true;
            }
            else
            {
                result = false;
            }
            return(result);
        }