예제 #1
0
        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);

            int version = reader.ReadInt();

            switch (version)
            {
            case 0:
                //_PoisonChancePenaltyPerFollower = reader.ReadDouble();
                // _ItemsBlockPlacement = (HousePlacementItemBlocking)reader.ReadByte();
                _SmallBodChanceForNone       = reader.ReadDouble();
                _SmallBodChanceForDullCopper = reader.ReadDouble();
                _SmallBodChanceForShadowIron = reader.ReadDouble();
                _SmallBodChanceForCopper     = reader.ReadDouble();
                _SmallBodChanceForBronze     = reader.ReadDouble();
                _SmallBodChanceForGold       = reader.ReadDouble();
                _SmallBodChanceForAgapite    = reader.ReadDouble();
                _SmallBodChanceForVerite     = reader.ReadDouble();
                _SmallBodChanceForValorite   = reader.ReadDouble();

                _LargeBodChanceForNone       = reader.ReadDouble();
                _LargeBodChanceForDullCopper = reader.ReadDouble();
                _LargeBodChanceForShadowIron = reader.ReadDouble();
                _LargeBodChanceForCopper     = reader.ReadDouble();
                _LargeBodChanceForBronze     = reader.ReadDouble();
                _LargeBodChanceForGold       = reader.ReadDouble();
                _LargeBodChanceForAgapite    = reader.ReadDouble();
                _LargeBodChanceForVerite     = reader.ReadDouble();
                _LargeBodChanceForValorite   = reader.ReadDouble();
                break;
            }
            m_Instance = this;
            UpdateChances();
        }
 public static void UpdateInstancePosition(BODSystemController attemptedConstruct)
 {
     if (attemptedConstruct == null) return;
     if (m_Instance == null) // should never happen, but if it does, make this the instance
     {
         m_Instance = attemptedConstruct;
     }
     else if (attemptedConstruct.Location != new Point3D(0,0,0)) // move the instance to it's location and delete it
     {
         m_Instance.Location = attemptedConstruct.Location;
         attemptedConstruct.Delete();
     }
 }
예제 #3
0
 public static void UpdateInstancePosition(BODSystemController attemptedConstruct)
 {
     if (attemptedConstruct == null)
     {
         return;
     }
     if (m_Instance == null) // should never happen, but if it does, make this the instance
     {
         m_Instance = attemptedConstruct;
     }
     else if (attemptedConstruct.Location != new Point3D(0, 0, 0)) // move the instance to it's location and delete it
     {
         m_Instance.Location = attemptedConstruct.Location;
         attemptedConstruct.Delete();
     }
 }
        public BODSystemController()
            : base(0xEDC)
        {
            this.Name = "Dynamic Settings Controller";
            this.Movable = false;
            this.Visible = false;

            if (m_Instance != null)
            {
                // there can only be one BODSystemController game stone in the world
                m_Instance.Location = this.Location;
                Server.Commands.CommandHandlers.BroadcastMessage(AccessLevel.Administrator, 0x489,
                    "Existing BODSystemController has been moved to this location (DON'T DELETE IT!).");
                Timer.DelayCall(TimeSpan.FromSeconds(1), new TimerStateCallback<BODSystemController>(UpdateInstancePosition), this); 
            }
            else
                m_Instance = this;
        }
예제 #5
0
        public BODSystemController()
            : base(0xEDC)
        {
            this.Name    = "Dynamic Settings Controller";
            this.Movable = false;
            this.Visible = false;

            if (m_Instance != null)
            {
                // there can only be one BODSystemController game stone in the world
                m_Instance.Location = this.Location;
                Server.Commands.CommandHandlers.BroadcastMessage(AccessLevel.Administrator, 0x489,
                                                                 "Existing BODSystemController has been moved to this location (DON'T DELETE IT!).");
                Timer.DelayCall(TimeSpan.FromSeconds(1), new TimerStateCallback <BODSystemController>(UpdateInstancePosition), this);
            }
            else
            {
                m_Instance = this;
            }
        }
        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);

            int version = reader.ReadInt();
            switch (version)
            {
                case 0:
                    //_PoisonChancePenaltyPerFollower = reader.ReadDouble();
                   // _ItemsBlockPlacement = (HousePlacementItemBlocking)reader.ReadByte();
                    _SmallBodChanceForNone = reader.ReadDouble();
                    _SmallBodChanceForDullCopper = reader.ReadDouble();
                    _SmallBodChanceForShadowIron = reader.ReadDouble();
                    _SmallBodChanceForCopper = reader.ReadDouble();
                    _SmallBodChanceForBronze = reader.ReadDouble();
                    _SmallBodChanceForGold = reader.ReadDouble();
                    _SmallBodChanceForAgapite = reader.ReadDouble();
                    _SmallBodChanceForVerite = reader.ReadDouble();
                    _SmallBodChanceForValorite = reader.ReadDouble();

                    _LargeBodChanceForNone = reader.ReadDouble();
                    _LargeBodChanceForDullCopper = reader.ReadDouble();
                    _LargeBodChanceForShadowIron = reader.ReadDouble();
                    _LargeBodChanceForCopper = reader.ReadDouble();
                    _LargeBodChanceForBronze = reader.ReadDouble();
                    _LargeBodChanceForGold = reader.ReadDouble();
                    _LargeBodChanceForAgapite = reader.ReadDouble();
                    _LargeBodChanceForVerite = reader.ReadDouble();
                    _LargeBodChanceForValorite = reader.ReadDouble();
                    break;
            }
            m_Instance = this;
            UpdateChances();
        }