TurnToBones() публичный Метод

public TurnToBones ( ) : void
Результат void
Пример #1
0
 protected override void OnTick()
 {
     if (!m_Corpse.m_NoBones)
     {
         m_Corpse.TurnToBones();
     }
     else
     {
         m_Corpse.Delete();
     }
 }
Пример #2
0
 protected override void OnTick()
 {
     if (m_Corpse.TotalItems > 3 && (m_Corpse.Owner != null && m_Corpse.Owner.Player))
     {
         m_Corpse.TurnToBones();
     }
     else
     {
         m_Corpse.Delete();
     }
 }
Пример #3
0
 protected override void OnTick()
 {
     if (!m_Corpse.GetFlag(CorpseFlag.NoBones))
     {
         m_Corpse.TurnToBones();
     }
     else
     {
         m_Corpse.Delete();
     }
 }
Пример #4
0
 protected override void OnTick()
 {
     /*** ADDED ***/
     // Alambik's Undead system
     if (m_Corpse.Amount == 3 && m_Corpse.Killer != null && m_Corpse.Killer.Player) // Protocol for corpse is Amount = owner's body value
     {
         // Scriptiz : on ajoute deux conditions sur le Killer pour éviter que des gardes
         // ne kills à longueur de journée des zombies
         Mobile zombie = new Zombie(true); // Create zombie with no packed items
         zombie.MoveToWorld(m_Corpse.Location, m_Corpse.Map);
         zombie.Emote("*se redresse*");
         m_Corpse.Delete();
     }
     else
     /*** END ***/
     if (!m_Corpse.GetFlag(CorpseFlag.NoBones))
     {
         m_Corpse.TurnToBones();
     }
     else
     {
         m_Corpse.Delete();
     }
 }
Пример #5
0
        public bool Devour(Corpse corpse)
        {
            if (corpse == null || corpse.Owner == null) // sorry we can't devour because the corpse's owner is null
                return false;

            if (corpse.Owner.Body.IsHuman)
                corpse.TurnToBones(); // Not bones yet, and we are a human body therefore we turn to bones.

            IncreaseHits((int) Math.Ceiling(corpse.Owner.HitsMax*0.75));
            TotalDevoured++;

            PublicOverheadMessage(MessageType.Emote, 0x3B2, 1053033);
                // * The plague beast absorbs the fleshy remains of the corpse *

            if (!HasMetalChest && TotalDevoured >= DevourGoal)
            {
                PackItem(new MetalChest());
                HasMetalChest = true;
            }

            return true;
        }