示例#1
0
        public static string GetHTMLHue(NotorietyFlag flag)
        {
            switch (flag)
            {
            case NotorietyFlag.Innocent:

                return("<basefont color=\"cyan\">");

            case NotorietyFlag.Ally:

                return("<basefont color=\"lime\">");

            case NotorietyFlag.Criminal:
            case NotorietyFlag.Gray:

                return("<basefont color=\"gray\">");

            case NotorietyFlag.Enemy:

                return("<basefont color=\"orange\">");

            case NotorietyFlag.Murderer:

                return("<basefont color=\"red\">");

            case NotorietyFlag.Invulnerable:

                return("<basefont color=\"yellow\">");

            default:

                return(string.Empty);
            }
        }
示例#2
0
        public static Hue GetHue(NotorietyFlag flag)
        {
            switch (flag)
            {
            case NotorietyFlag.Innocent:

                return(Engine.Profile.Current.InnocentHue);

            case NotorietyFlag.Ally:

                return(Engine.Profile.Current.FriendHue);

            case NotorietyFlag.Criminal:
            case NotorietyFlag.Gray:

                return(Engine.Profile.Current.CriminalHue);

            case NotorietyFlag.Enemy:

                return(Engine.Profile.Current.EnemyHue);

            case NotorietyFlag.Murderer:

                return(Engine.Profile.Current.MurdererHue);

            case NotorietyFlag.Invulnerable:

                return(0x0034);

            default:

                return(0);
            }
        }
示例#3
0
        public static Hue GetHue(NotorietyFlag flag)
        {
            Settings settings = Service.Get <Settings>();

            switch (flag)
            {
            case NotorietyFlag.Innocent:
                return((ushort)settings.InnocentColor);

            case NotorietyFlag.Ally:
                return((ushort)settings.FriendColor);

            case NotorietyFlag.Criminal:
            case NotorietyFlag.Gray:
                return((ushort)settings.CriminalColor);

            case NotorietyFlag.Enemy:
                return((ushort)settings.EnemyColor);

            case NotorietyFlag.Murderer:
                return((ushort)settings.MurdererColor);

            case NotorietyFlag.Invulnerable:
                return(0x0034);

            default:
                return(0);
            }
        }
示例#4
0
        public static ushort GetHue(NotorietyFlag flag)
        {
            switch (flag)
            {
            case NotorietyFlag.Innocent: return(ProfileManager.CurrentProfile.InnocentHue);

            case NotorietyFlag.Ally: return(ProfileManager.CurrentProfile.FriendHue);

            case NotorietyFlag.Criminal:
            case NotorietyFlag.Gray: return(ProfileManager.CurrentProfile.CriminalHue);

            case NotorietyFlag.Enemy: return(ProfileManager.CurrentProfile.EnemyHue);

            case NotorietyFlag.Murderer: return(ProfileManager.CurrentProfile.MurdererHue);

            case NotorietyFlag.Invulnerable: return(0x0034);

            default: return(0);
            }
        }
示例#5
0
        public static void ClilocTriggerAddListEntryAllByNotoriety(NotorietyFlag flag)
        {
            //RETURN IF DISABLED
            if (!ProfileManager.CurrentProfile.UOClassicCombatLines)
            {
                return;
            }

            UOClassicCombatLines UOClassicCombatLines = UIManager.GetGump <UOClassicCombatLines>();

            if (UOClassicCombatLines != null)
            {
                foreach (Mobile mobile in World.Mobiles)
                {
                    if (mobile == World.Player)
                    {
                        continue;
                    }

                    if (mobile.NotorietyFlag != flag)
                    {
                        continue;
                    }

                    if (UOClassicCombatLines.entryList.Exists(mob => mob.Serial == mobile.Serial)) //NO DOUBLE ENTRYS, REFRESH TIME INSTEAD
                    {
                        UOClassicCombatLines.entryList.Find(mob => mob.Serial == mobile.Serial).TimeAdded = Time.Ticks;
                        continue;
                    }
                    else
                    {
                        UOClassicCombatLines.entryList.Add(new UCCLinesListEntry {
                            Name = mobile.Name, Serial = mobile.Serial, TimeAdded = Time.Ticks
                        });
                    }
                }
            }
        }