public void SiegeEnd(bool trigger) { isActive = false; Message("Siege of " + name + " is over."); if (trigger) { Message("Nobody won! " + name + " belong to NPC until next siege."); } else { double dmg = 0; int tmClanId = 0; foreach (int clanId in clanDamage.Keys) { if (clanDamage[clanId] > dmg) { dmg = clanDamage[clanId]; tmClanId = clanId; } } if (tmClanId > 0) { L2Clan cl = ClanTable.getInstance().getClan(tmClanId); Message("Now its belong to: '" + cl.Name + "' until next siege."); bool captured = false; //todo if (captured) { cl.UpdatePledgeNameValue(ReputationCapture); //Your clan has added $1s points to its clan reputation score. cl.broadcastToMembers(new SystemMessage(1781).addNumber(ReputationCapture)); } else { cl.UpdatePledgeNameValue(ReputationNothing); //Your clan's newly acquired contested clan hall has added $s1 points to your clan's reputation score. cl.broadcastToMembers(new SystemMessage(1774).addNumber(ReputationNothing)); } } else { Message("Nobody won! " + name + " belong to NPC until next siege."); trigger = true; } } foreach (L2Character o in mobActive) { ((L2Character)o).DeleteByForce(); } }
public void SiegeEnd(bool trigger) { IsActive = false; Message($"Siege of {Name} is over."); if (trigger) { Message($"Nobody won! {Name} belong to NPC until next siege."); } else { double dmg = 0; int tmClanId = 0; foreach (int clanId in ClanDamage.Keys.Where(clanId => ClanDamage[clanId] > dmg)) { dmg = ClanDamage[clanId]; tmClanId = clanId; } if (tmClanId > 0) { L2Clan cl = ClanTable.Instance.GetClan(tmClanId); Message($"Now its belong to: '{cl.Name}' until next siege."); bool captured = false; //todo if (captured) { cl.UpdatePledgeNameValue(ReputationCapture); cl.BroadcastToMembers(new SystemMessage(SystemMessage.SystemMessageId.ClanAddedS1SPointsToReputationScore).AddNumber(ReputationCapture)); } else { cl.UpdatePledgeNameValue(ReputationNothing); cl.BroadcastToMembers(new SystemMessage(SystemMessage.SystemMessageId.ClanAcquiredContestedClanHallAndS1ReputationPoints).AddNumber(ReputationNothing)); } } else { Message($"Nobody won! {Name} belong to NPC until next siege."); //trigger = true; } } _mobActive.ForEach(o => o.DeleteByForce()); }