using System; using System.Security.Cryptography; using GTANetworkAPI; using Microsoft.CodeAnalysis.CSharp.Syntax; using ReallifeGamemode.Database.Entities; using ReallifeGamemode.Database.Models; using ReallifeGamemode.Server.Extensions; using ReallifeGamemode.Server.Inventory.Interfaces; using ReallifeGamemode.Server.Managers; namespace ReallifeGamemode.Server.Inventory.Items { public class Rubellos : UseItem { public override int Id => 200; public override string Name => "Rubellos"; public override string Description => "Glücksspiel kann süchtig machen"; public override int Gewicht => 10; public override string Einheit => "g"; public override uint Object => 875075437; public override int Price => 500; public override bool RemoveWhenUsed => true; public override bool Use(Player player, User user, DatabaseContext databaseContext) { Random random = new Random(); int randomNumber = random.Next(1, 4); if (randomNumber == 1) { user.Handmoney += 1000; //player.TriggerEvent("SERVER:SET_HANDMONEY", winner.Handmoney); player.SendNotification("Glückwunsch du hast ~g~$~w~1000 gewonnen!"); } else { player.SendNotification("Leider kein Gewinn, viel Glück beim nächsten mal."); } player.SendNotification("Du hast ein ~g~" + Name + " ~s~verwendet.", false); return true; } } }