// This method makes it possible for a creature to loot an attackitem. // If the item is lootable, then it's power is increased by the item's hitpoint and it's added to the list. // If the Item is removable, then the item will lose the power it was increased with and it will be removed from the list. public void LootAttackItem(AttackItem aI) { if (aI.Lootable) { _power = _power + aI.Hitpoint; _worldObjectList.Add(aI); if (aI.Removable) { _power = _power - aI.Hitpoint; _worldObjectList.Remove(aI); } } }
public bool Remove(WorldID key) { switch (key.Type) { case EDatabaseType.Account: return(mAccount.Remove(key)); case EDatabaseType.Char: return(mCharacter.Remove(key)); case EDatabaseType.Guild: return(mGuild.Remove(key)); case EDatabaseType.Homunculus: return(mHomonculus.Remove(key)); case EDatabaseType.Item: return(mItem.Remove(key)); case EDatabaseType.Mob: return(mMonster.Remove(key)); case EDatabaseType.Npc: return(mNpc.Remove(key)); case EDatabaseType.Party: return(mParty.Remove(key)); case EDatabaseType.Pet: return(mPet.Remove(key)); case EDatabaseType.Skill: return(mSkill.Remove(key)); } return(false); }