
Untitled
By: a guest on
Aug 10th, 2012 | syntax:
C# | size: 1.47 KB | hits: 19 | expires: Never
///< Summary >
// < Method > main
// =Returns: integer- Exit Status
// </Method >
// < Method > getProperAward
// =Returns: Award suitable for the player
// var type -->GetProperAward
// =Define: General type of award being awarded to the player.
// var count -->GetProperAward
// =Define: Number of instances of the type
// var p -->GetProperAward
// =Define: Player conditioned for (a(n)) award(s)
// </Methos >
///</Summary >
int main() // <- onPlayerJoin Event
{
if (p.blockCount < 1000000) //Lowest block count award
Awards.giveAward(p.name, getProperAward("blocks", p.blockCount, p)) // Award the player with the proper award
return 0;
}
Award getProperAward (string type, int count, player p)
{
if (type == "blocks")
{
if (p.blockCount < 1000000 && Awards.GivenAwards(p).Contains("award for this many blocks.."))
return Awards.getAward("award for this many blocks..");
if (p.blockCount < 250000000 && Awards.GivenAwards(p).Contains("award for this many blocks.."))
return Awards.getAward("award for this many blocks..");
if (p.blockCount < 500000000 && Awards.GivenAwards(p).Contains("award for this many blocks.."))
return Awards.getAward("award for this many blocks..");
if (p.blockCount <1000000000 && Awards.GivenAwards(p).Contains("award for this many blocks.."))
return Awards.getAward("award for this many blocks..");
}
if (type == "deaths")
{
}
//so on..
}