var power = XMCombatPower?.Call("API_GetPlayerTotalPower", player.UserIDString);
int totalPower = power != null ? (int)power : 0;
var breakdown = XMCombatPower?.Call("API_GetPlayerPowerBreakdown", player.UserIDString) as Dictionary<string, int>;
| 键 | 说明 |
|---|---|
| TotalPower | 总战力 |
| WeaponPower | 武器战力 |
| ClothingPower | 服装战力 |
| PermissionPower | 权限/权限组战力 |
| PlayTimePower | 时长战力 |
| SpiritRootPower | 灵根战力 |
| AbyssPower | 深渊战力 |
| WealthPower | 财富战力 |
| RolePower | 角色战力 |
| GuildPower | 宗门战力 |
var rank = XMCombatPower?.Call("API_GetPlayerRank", player.UserIDString);
int playerRank = rank != null ? (int)rank : 0;
var result = XMCombatPower?.Call("API_AddPlayerPower", player.UserIDString, 500);
bool success = result != null && (bool)result;
var result = XMCombatPower?.Call("API_ReducePlayerPower", player.UserIDString, 200);
bool success = result != null && (bool)result;
void OnPlayerPowerIncreased(BasePlayer player, int totalPower, int change)
{
// player = 玩家对象
// totalPower = 变化后的总战力
// change = 增加量
}
void OnPlayerPowerDecreased(BasePlayer player, int totalPower, int change)
{
// player = 玩家对象
// totalPower = 变化后的总战力
// change = 减少量(正数)
}
void OnPlayerRankIncreased(BasePlayer player, int newRank)
{
// player = 玩家对象
// newRank = 新排名(数字越小越靠前)
}