コード例 #1
0
ファイル: XmlDynamicFaction.cs プロジェクト: Crome696/ServUO
		// These are the various ways in which the message attachment can be constructed.
		// These can be called via the [addatt interface, via scripts, via the spawner ATTACH keyword.
		// Other overloads could be defined to handle other types of arguments

		// a serial constructor is REQUIRED
		public XmlDynamicFaction(ASerial serial) : base(serial)
		{
		}
コード例 #2
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ファイル: XmlIsEnemy.cs プロジェクト: greeduomacro/divinity
        private string m_TestString = null; // Test condition to see if mobile is an enemy of the object this is attached to

        #endregion Fields

        #region Constructors

        public XmlIsEnemy(ASerial serial)
            : base(serial)
        {
        }
コード例 #3
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ファイル: XmlQuestAttachment.cs プロジェクト: Godkong/RunUO
		// These are the various ways in which the message attachment can be constructed.  
		// These can be called via the [addatt interface, via scripts, via the spawner ATTACH keyword.
		// Other overloads could be defined to handle other types of arguments

		// a serial constructor is REQUIRED
		public XmlQuestAttachment(ASerial serial)
			: base(serial)
		{
		}
コード例 #4
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ファイル: XmlTitle.cs プロジェクト: Crome696/ServUO
        private string m_Title = null;// title string

        // a serial constructor is REQUIRED
        public XmlTitle(ASerial serial)
            : base(serial)
        {
        }
コード例 #5
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 public XmlSoulEater(ASerial serial)
     : base(serial)
 {
 }
コード例 #6
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ファイル: XmlSocketable.cs プロジェクト: jasegiffin/JustUO
 // a serial constructor is REQUIRED
 public XmlSocketable(ASerial serial)
     : base(serial)
 {
 }
コード例 #7
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ファイル: TemporaryQuestObject.cs プロジェクト: Godkong/RunUO
  // These are the various ways in which the message attachment can be constructed.  
  // These can be called via the [addatt interface, via scripts, via the spawner ATTACH keyword.
  // Other overloads could be defined to handle other types of arguments
 
  // a serial constructor is REQUIRED
  public TemporaryQuestObject(ASerial serial) : base(serial)
  {
  }
コード例 #8
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ファイル: XmlLifeDrain.cs プロジェクト: m309/ForkUO
        private int proximityrange = 5;// default movement activation from 5 tiles away

        // a serial constructor is REQUIRED
        public XmlLifeDrain(ASerial serial)
            : base(serial)
        {
        }
コード例 #9
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ファイル: XmlInt.cs プロジェクト: jasegiffin/JustUO
        private int m_Value = 10;// default value of 10

        // These are the various ways in which the message attachment can be constructed.  
        // These can be called via the [addatt interface, via scripts, via the spawner ATTACH keyword.
        // Other overloads could be defined to handle other types of arguments

        // a serial constructor is REQUIRED
        public XmlInt(ASerial serial)
            : base(serial)
        {
        }
コード例 #10
0
		// These are the various ways in which the message attachment can be constructed.
		// These can be called via the [addatt interface, via scripts, via the spawner ATTACH keyword.
		// Other overloads could be defined to handle other types of arguments

		// a serial constructor is REQUIRED
		public XmlMobFactions(ASerial serial) : base(serial)
		{
		}
コード例 #11
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ファイル: XmlMagicWord.cs プロジェクト: m309/ForkUO
        private bool m_RequireIdentification = false;// by default no identification is required for the mod to be activatable

        // a serial constructor is REQUIRED
        public XmlMagicWord(ASerial serial)
            : base(serial)
        {
        }
コード例 #12
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ファイル: XmlSkill.cs プロジェクト: FreeReign/imaginenation
		// These are the various ways in which the message attachment can be constructed.
		// These can be called via the [addatt interface, via scripts, via the spawner ATTACH keyword
		// Other overloads could be defined to handle other types of arguments

		// a serial constructor is REQUIRED
		public XmlSkill(ASerial serial) : base(serial)
		{
		}
コード例 #13
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ファイル: XmlFire.cs プロジェクト: FreeReign/imaginenation
		// These are the various ways in which the message attachment can be constructed.
		// These can be called via the [addatt interface, via scripts, via the spawner ATTACH keyword.
		// Other overloads could be defined to handle other types of arguments

		// a serial constructor is REQUIRED
		public XmlFire(ASerial serial) : base(serial)
		{
		}
コード例 #14
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ファイル: XmlMessage.cs プロジェクト: Crome696/ServUO
		// These are the various ways in which the message attachment can be constructed.  
		// These can be called via the [addatt interface, via scripts, via the spawner ATTACH keyword.
		// Other overloads could be defined to handle other types of arguments

		// a serial constructor is REQUIRED
		public XmlMessage(ASerial serial) : base(serial)
		{
		}
コード例 #15
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ファイル: XmlDialog.cs プロジェクト: greeduomacro/divinity
 // a serial constructor is REQUIRED
 public XmlDialog(ASerial serial)
     : base(serial)
 {
 }
コード例 #16
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		//serial constructor
		public Keyguard( ASerial serial ) : base( serial )
		{
		}
コード例 #17
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ファイル: XmlDeathAction.cs プロジェクト: jasegiffin/JustUO
        private string m_Condition;// condition string

        // a serial constructor is REQUIRED
        public XmlDeathAction(ASerial serial)
            : base(serial)
        {
        }
コード例 #18
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ファイル: XmlTeam.cs プロジェクト: greeduomacro/UO-Forever
 // a serial constructor is REQUIRED
 public XmlTeam(ASerial serial)
     : base(serial)
 {
 }
コード例 #19
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 public CustomParagon(ASerial serial)
     : base(serial)
 {
 }
コード例 #20
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ファイル: XmlAttachment.cs プロジェクト: jasegiffin/JustUO
        private DateTime m_CreationTime;// when the attachment was made

        // ----------------------------------------------
        // Constructors
        // ----------------------------------------------
        public XmlAttachment()
        {
            this.m_CreationTime = DateTime.UtcNow;

            // get the next unique serial id
            this.m_Serial = ASerial.NewSerial();

            // register the attachment in the serial keyed hashtable
            XmlAttach.HashSerial(this.m_Serial, this);
        }
コード例 #21
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ファイル: XmlAddKarma.cs プロジェクト: Crome696/ServUO
		// These are the various ways in which the message attachment can be constructed.  
		// These can be called via the [addatt interface, via scripts, via the spawner ATTACH keyword.
		// Other overloads could be defined to handle other types of arguments
       
		// a serial constructor is REQUIRED
		public XmlAddKarma(ASerial serial) : base(serial)
		{
		}
コード例 #22
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ファイル: XmlAttachment.cs プロジェクト: jasegiffin/JustUO
 // needed for deserialization
 public XmlAttachment(ASerial serial)
 {
     this.m_Serial = serial;
 }
コード例 #23
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ファイル: XmlUse.cs プロジェクト: jasegiffin/JustUO
 public XmlUse(ASerial serial)
     : base(serial)
 {
 }
コード例 #24
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ファイル: XmlMinionStrike.cs プロジェクト: Godkong/RunUO
		// These are the various ways in which the message attachment can be constructed.
		// These can be called via the [addatt interface, via scripts, via the spawner ATTACH keyword.
		// Other overloads could be defined to handle other types of arguments

		// a serial constructor is REQUIRED
		public XmlMinionStrike(ASerial serial) : base(serial)
		{
		}
コード例 #25
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 public XmlQuestPoints(ASerial serial)
     : base(serial)
 {
 }
コード例 #26
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ファイル: XmlDateCount.cs プロジェクト: greeduomacro/hubroot
 public XmlDateCount( ASerial serial ) : base( serial )
 {
 }
コード例 #27
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ファイル: XmlPoints.cs プロジェクト: jasegiffin/JustUO
        // These are the various ways in which the message attachment can be constructed.
        // These can be called via the [addatt interface, via scripts, via the spawner ATTACH keyword.
        // Other overloads could be defined to handle other types of arguments

        // a serial constructor is REQUIRED
        public XmlPoints(ASerial serial)
            : base(serial)
        {
        }
コード例 #28
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ファイル: XmlManaDrain.cs プロジェクト: Godkong/Origins
		// These are the various ways in which the message attachment can be constructed.
		// These can be called via the [addatt interface, via scripts, via the spawner ATTACH keyword.
		// Other overloads could be defined to handle other types of arguments

		// a serial constructor is REQUIRED
		public XmlManaDrain(ASerial serial) :  base(serial)
		{
		}
コード例 #29
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ファイル: XmlParagon.cs プロジェクト: Crome696/ServUO
 public XmlParagon(ASerial serial)
     : base(serial)
 {
 }
コード例 #30
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ファイル: HandSiegeAttack.cs プロジェクト: rokann/JustUO
		// These are the various ways in which the message attachment can be constructed.  
		// These can be called via the [addatt interface, via scripts, via the spawner ATTACH keyword.
		// Other overloads could be defined to handle other types of arguments

		// a serial constructor is REQUIRED
		public HandSiegeAttack(ASerial serial)
			: base(serial)
		{
		}