/// <summary>
 /// Initializes a new instance of the <see cref="CharacterTemplateTable"/> class.
 /// </summary>
 /// <param name="aIID">The initial value for the corresponding property.</param>
 /// <param name="allianceID">The initial value for the corresponding property.</param>
 /// <param name="bodyID">The initial value for the corresponding property.</param>
 /// <param name="chatDialog">The initial value for the corresponding property.</param>
 /// <param name="exp">The initial value for the corresponding property.</param>
 /// <param name="giveCash">The initial value for the corresponding property.</param>
 /// <param name="giveExp">The initial value for the corresponding property.</param>
 /// <param name="iD">The initial value for the corresponding property.</param>
 /// <param name="level">The initial value for the corresponding property.</param>
 /// <param name="moveSpeed">The initial value for the corresponding property.</param>
 /// <param name="name">The initial value for the corresponding property.</param>
 /// <param name="respawn">The initial value for the corresponding property.</param>
 /// <param name="shopID">The initial value for the corresponding property.</param>
 /// <param name="statPoints">The initial value for the corresponding property.</param>
 /// <param name="statAgi">The initial value for the corresponding property.</param>
 /// <param name="statDefence">The initial value for the corresponding property.</param>
 /// <param name="statInt">The initial value for the corresponding property.</param>
 /// <param name="statMaxhit">The initial value for the corresponding property.</param>
 /// <param name="statMaxhp">The initial value for the corresponding property.</param>
 /// <param name="statMaxmp">The initial value for the corresponding property.</param>
 /// <param name="statMinhit">The initial value for the corresponding property.</param>
 /// <param name="statStr">The initial value for the corresponding property.</param>
 public CharacterTemplateTable(AIID? @aIID, AllianceID @allianceID, BodyID @bodyID, NPCChatDialogID? @chatDialog,
                               Int32 @exp, UInt16 @giveCash, UInt16 @giveExp, CharacterTemplateID @iD, Byte @level,
                               UInt16 @moveSpeed, String @name, UInt16 @respawn, ShopID? @shopID, Int32 @statPoints,
                               Int16 @statAgi, Int16 @statDefence, Int16 @statInt, Int16 @statMaxhit, Int16 @statMaxhp,
                               Int16 @statMaxmp, Int16 @statMinhit, Int16 @statStr)
 {
     AIID       = @aIID;
     AllianceID = @allianceID;
     BodyID     = @bodyID;
     ChatDialog = @chatDialog;
     Exp        = @exp;
     GiveCash   = @giveCash;
     GiveExp    = @giveExp;
     ID         = @iD;
     Level      = @level;
     MoveSpeed  = @moveSpeed;
     Name       = @name;
     Respawn    = @respawn;
     ShopID     = @shopID;
     StatPoints = @statPoints;
     SetStat(StatType.Agi, @statAgi);
     SetStat(StatType.Defence, @statDefence);
     SetStat(StatType.Int, @statInt);
     SetStat(StatType.MaxHit, @statMaxhit);
     SetStat(StatType.MaxHP, @statMaxhp);
     SetStat(StatType.MaxMP, @statMaxmp);
     SetStat(StatType.MinHit, @statMinhit);
     SetStat(StatType.Str, @statStr);
 }
Beispiel #2
0
        /// <summary>
        /// Gets the <see cref="BodyInfo"/> at the given <paramref name="index"/>.
        /// </summary>
        /// <param name="index">The index of the body to get.</param>
        /// <returns>The <see cref="BodyInfo"/> at the given <paramref name="index"/>, or null if the
        /// <paramref name="index"/> was invalid or no body exists for the given value.</returns>
        public BodyInfo GetBody(BodyID index)
        {
            BodyInfo ret;
            if (_bodies.TryGetValue(index, out ret))
                return ret;

            return null;
        }
Beispiel #3
0
        /// <summary>
        /// Provides the extra text for the <see cref="AdvancedPropertyDescriptor"/> for a
        /// <see cref="BodyID"/>.
        /// </summary>
        /// <param name="v">The value.</param>
        /// <returns>The extra text to display.</returns>
        static string ExtraTextProvider_BodyID(BodyID v)
        {
            var body = BodyInfoManager.Instance.GetBody(v);

            if (body == null)
            {
                return(null);
            }

            return(body.Body + " - Size: " + body.Size.X + "x" + body.Size.Y);
        }
 /// <summary>
 /// Initializes a new instance of the <see cref="ViewNpcCharacterTable"/> class.
 /// </summary>
 /// <param name="aIID">The initial value for the corresponding property.</param>
 /// <param name="bodyID">The initial value for the corresponding property.</param>
 /// <param name="cash">The initial value for the corresponding property.</param>
 /// <param name="characterTemplateID">The initial value for the corresponding property.</param>
 /// <param name="chatDialog">The initial value for the corresponding property.</param>
 /// <param name="exp">The initial value for the corresponding property.</param>
 /// <param name="hP">The initial value for the corresponding property.</param>
 /// <param name="iD">The initial value for the corresponding property.</param>
 /// <param name="level">The initial value for the corresponding property.</param>
 /// <param name="loadMapID">The initial value for the corresponding property.</param>
 /// <param name="loadX">The initial value for the corresponding property.</param>
 /// <param name="loadY">The initial value for the corresponding property.</param>
 /// <param name="moveSpeed">The initial value for the corresponding property.</param>
 /// <param name="mP">The initial value for the corresponding property.</param>
 /// <param name="name">The initial value for the corresponding property.</param>
 /// <param name="respawnMapID">The initial value for the corresponding property.</param>
 /// <param name="respawnX">The initial value for the corresponding property.</param>
 /// <param name="respawnY">The initial value for the corresponding property.</param>
 /// <param name="shopID">The initial value for the corresponding property.</param>
 /// <param name="statPoints">The initial value for the corresponding property.</param>
 /// <param name="statAgi">The initial value for the corresponding property.</param>
 /// <param name="statDefence">The initial value for the corresponding property.</param>
 /// <param name="statInt">The initial value for the corresponding property.</param>
 /// <param name="statMaxhit">The initial value for the corresponding property.</param>
 /// <param name="statMaxhp">The initial value for the corresponding property.</param>
 /// <param name="statMaxmp">The initial value for the corresponding property.</param>
 /// <param name="statMinhit">The initial value for the corresponding property.</param>
 /// <param name="statStr">The initial value for the corresponding property.</param>
 public ViewNpcCharacterTable(AIID? @aIID, BodyID @bodyID, Int32 @cash, CharacterTemplateID? @characterTemplateID,
                              NPCChatDialogID? @chatDialog, Int32 @exp, SPValueType @hP, Int32 @iD, Byte @level,
                              MapID @loadMapID, UInt16 @loadX, UInt16 @loadY, UInt16 @moveSpeed, SPValueType @mP,
                              String @name, MapID? @respawnMapID, Single @respawnX, Single @respawnY, ShopID? @shopID,
                              Int32 @statPoints, Int16 @statAgi, Int16 @statDefence, Int16 @statInt, Int16 @statMaxhit,
                              Int16 @statMaxhp, Int16 @statMaxmp, Int16 @statMinhit, Int16 @statStr)
 {
     AIID   = @aIID;
     BodyID = @bodyID;
     Cash   = @cash;
     CharacterTemplateID = @characterTemplateID;
     ChatDialog          = @chatDialog;
     Exp          = @exp;
     HP           = @hP;
     ID           = @iD;
     Level        = @level;
     LoadMapID    = @loadMapID;
     LoadX        = @loadX;
     LoadY        = @loadY;
     MoveSpeed    = @moveSpeed;
     MP           = @mP;
     Name         = @name;
     RespawnMapID = @respawnMapID;
     RespawnX     = @respawnX;
     RespawnY     = @respawnY;
     ShopID       = @shopID;
     StatPoints   = @statPoints;
     StatAgi      = @statAgi;
     StatDefence  = @statDefence;
     StatInt      = @statInt;
     StatMaxhit   = @statMaxhit;
     StatMaxhp    = @statMaxhp;
     StatMaxmp    = @statMaxmp;
     StatMinhit   = @statMinhit;
     StatStr      = @statStr;
 }
Beispiel #5
0
 /// <summary>
 /// Initializes a new instance of the <see cref="CharacterTable"/> class.
 /// </summary>
 /// <param name="aIID">The initial value for the corresponding property.</param>
 /// <param name="bodyID">The initial value for the corresponding property.</param>
 /// <param name="cash">The initial value for the corresponding property.</param>
 /// <param name="characterTemplateID">The initial value for the corresponding property.</param>
 /// <param name="chatDialog">The initial value for the corresponding property.</param>
 /// <param name="exp">The initial value for the corresponding property.</param>
 /// <param name="hP">The initial value for the corresponding property.</param>
 /// <param name="iD">The initial value for the corresponding property.</param>
 /// <param name="level">The initial value for the corresponding property.</param>
 /// <param name="loadMapID">The initial value for the corresponding property.</param>
 /// <param name="loadX">The initial value for the corresponding property.</param>
 /// <param name="loadY">The initial value for the corresponding property.</param>
 /// <param name="moveSpeed">The initial value for the corresponding property.</param>
 /// <param name="mP">The initial value for the corresponding property.</param>
 /// <param name="name">The initial value for the corresponding property.</param>
 /// <param name="respawnMapID">The initial value for the corresponding property.</param>
 /// <param name="respawnX">The initial value for the corresponding property.</param>
 /// <param name="respawnY">The initial value for the corresponding property.</param>
 /// <param name="shopID">The initial value for the corresponding property.</param>
 /// <param name="statPoints">The initial value for the corresponding property.</param>
 /// <param name="statAgi">The initial value for the corresponding property.</param>
 /// <param name="statDefence">The initial value for the corresponding property.</param>
 /// <param name="statInt">The initial value for the corresponding property.</param>
 /// <param name="statMaxhit">The initial value for the corresponding property.</param>
 /// <param name="statMaxhp">The initial value for the corresponding property.</param>
 /// <param name="statMaxmp">The initial value for the corresponding property.</param>
 /// <param name="statMinhit">The initial value for the corresponding property.</param>
 /// <param name="statStr">The initial value for the corresponding property.</param>
 public CharacterTable(AIID? @aIID, BodyID @bodyID, Int32 @cash, CharacterTemplateID? @characterTemplateID,
                       NPCChatDialogID? @chatDialog, Int32 @exp, SPValueType @hP, CharacterID @iD, Byte @level,
                       MapID @loadMapID, UInt16 @loadX, UInt16 @loadY, UInt16 @moveSpeed, SPValueType @mP, String @name,
                       MapID? @respawnMapID, Single @respawnX, Single @respawnY, ShopID? @shopID, Int32 @statPoints,
                       Int16 @statAgi, Int16 @statDefence, Int16 @statInt, Int16 @statMaxhit, Int16 @statMaxhp,
                       Int16 @statMaxmp, Int16 @statMinhit, Int16 @statStr)
 {
     AIID   = @aIID;
     BodyID = @bodyID;
     Cash   = @cash;
     CharacterTemplateID = @characterTemplateID;
     ChatDialog          = @chatDialog;
     Exp          = @exp;
     HP           = @hP;
     ID           = @iD;
     Level        = @level;
     LoadMapID    = @loadMapID;
     LoadX        = @loadX;
     LoadY        = @loadY;
     MoveSpeed    = @moveSpeed;
     MP           = @mP;
     Name         = @name;
     RespawnMapID = @respawnMapID;
     RespawnX     = @respawnX;
     RespawnY     = @respawnY;
     ShopID       = @shopID;
     StatPoints   = @statPoints;
     SetStat(StatType.Agi, @statAgi);
     SetStat(StatType.Defence, @statDefence);
     SetStat(StatType.Int, @statInt);
     SetStat(StatType.MaxHit, @statMaxhit);
     SetStat(StatType.MaxHP, @statMaxhp);
     SetStat(StatType.MaxMP, @statMaxmp);
     SetStat(StatType.MinHit, @statMinhit);
     SetStat(StatType.Str, @statStr);
 }
 /// <summary>
 /// Initializes a new instance of the <see cref="CharacterTemplateTable"/> class.
 /// </summary>
 /// <param name="aIID">The initial value for the corresponding property.</param>
 /// <param name="allianceID">The initial value for the corresponding property.</param>
 /// <param name="bodyID">The initial value for the corresponding property.</param>
 /// <param name="chatDialog">The initial value for the corresponding property.</param>
 /// <param name="exp">The initial value for the corresponding property.</param>
 /// <param name="giveCash">The initial value for the corresponding property.</param>
 /// <param name="giveExp">The initial value for the corresponding property.</param>
 /// <param name="iD">The initial value for the corresponding property.</param>
 /// <param name="level">The initial value for the corresponding property.</param>
 /// <param name="moveSpeed">The initial value for the corresponding property.</param>
 /// <param name="name">The initial value for the corresponding property.</param>
 /// <param name="respawn">The initial value for the corresponding property.</param>
 /// <param name="shopID">The initial value for the corresponding property.</param>
 /// <param name="statPoints">The initial value for the corresponding property.</param>
 /// <param name="statAgi">The initial value for the corresponding property.</param>
 /// <param name="statDefence">The initial value for the corresponding property.</param>
 /// <param name="statInt">The initial value for the corresponding property.</param>
 /// <param name="statMaxhit">The initial value for the corresponding property.</param>
 /// <param name="statMaxhp">The initial value for the corresponding property.</param>
 /// <param name="statMaxmp">The initial value for the corresponding property.</param>
 /// <param name="statMinhit">The initial value for the corresponding property.</param>
 /// <param name="statStr">The initial value for the corresponding property.</param>
 public CharacterTemplateTable(AIID? @aIID, AllianceID @allianceID, BodyID @bodyID, NPCChatDialogID? @chatDialog,
                               Int32 @exp, UInt16 @giveCash, UInt16 @giveExp, CharacterTemplateID @iD, Byte @level,
                               UInt16 @moveSpeed, String @name, UInt16 @respawn, ShopID? @shopID, Int32 @statPoints,
                               Int16 @statAgi, Int16 @statDefence, Int16 @statInt, Int16 @statMaxhit, Int16 @statMaxhp,
                               Int16 @statMaxmp, Int16 @statMinhit, Int16 @statStr)
 {
     AIID = @aIID;
     AllianceID = @allianceID;
     BodyID = @bodyID;
     ChatDialog = @chatDialog;
     Exp = @exp;
     GiveCash = @giveCash;
     GiveExp = @giveExp;
     ID = @iD;
     Level = @level;
     MoveSpeed = @moveSpeed;
     Name = @name;
     Respawn = @respawn;
     ShopID = @shopID;
     StatPoints = @statPoints;
     SetStat(StatType.Agi, @statAgi);
     SetStat(StatType.Defence, @statDefence);
     SetStat(StatType.Int, @statInt);
     SetStat(StatType.MaxHit, @statMaxhit);
     SetStat(StatType.MaxHP, @statMaxhp);
     SetStat(StatType.MaxMP, @statMaxmp);
     SetStat(StatType.MinHit, @statMinhit);
     SetStat(StatType.Str, @statStr);
 }
Beispiel #7
0
 /// <summary>
 /// Initializes a new instance of the <see cref="AccountCharacterInfo"/> class.
 /// </summary>
 /// <param name="index">The index.</param>
 /// <param name="name">The name.</param>
 /// <param name="bodyID">The ID of the body.</param>
 public AccountCharacterInfo(byte index, string name, BodyID bodyID)
 {
     Index = index;
     Name = name;
     BodyID = bodyID;
 }
 /// <summary>
 /// Initializes a new instance of the <see cref="ViewNpcCharacterTable"/> class.
 /// </summary>
 /// <param name="aIID">The initial value for the corresponding property.</param>
 /// <param name="bodyID">The initial value for the corresponding property.</param>
 /// <param name="cash">The initial value for the corresponding property.</param>
 /// <param name="characterTemplateID">The initial value for the corresponding property.</param>
 /// <param name="chatDialog">The initial value for the corresponding property.</param>
 /// <param name="exp">The initial value for the corresponding property.</param>
 /// <param name="hP">The initial value for the corresponding property.</param>
 /// <param name="iD">The initial value for the corresponding property.</param>
 /// <param name="level">The initial value for the corresponding property.</param>
 /// <param name="loadMapID">The initial value for the corresponding property.</param>
 /// <param name="loadX">The initial value for the corresponding property.</param>
 /// <param name="loadY">The initial value for the corresponding property.</param>
 /// <param name="moveSpeed">The initial value for the corresponding property.</param>
 /// <param name="mP">The initial value for the corresponding property.</param>
 /// <param name="name">The initial value for the corresponding property.</param>
 /// <param name="respawnMapID">The initial value for the corresponding property.</param>
 /// <param name="respawnX">The initial value for the corresponding property.</param>
 /// <param name="respawnY">The initial value for the corresponding property.</param>
 /// <param name="shopID">The initial value for the corresponding property.</param>
 /// <param name="statPoints">The initial value for the corresponding property.</param>
 /// <param name="statAgi">The initial value for the corresponding property.</param>
 /// <param name="statDefence">The initial value for the corresponding property.</param>
 /// <param name="statInt">The initial value for the corresponding property.</param>
 /// <param name="statMaxhit">The initial value for the corresponding property.</param>
 /// <param name="statMaxhp">The initial value for the corresponding property.</param>
 /// <param name="statMaxmp">The initial value for the corresponding property.</param>
 /// <param name="statMinhit">The initial value for the corresponding property.</param>
 /// <param name="statStr">The initial value for the corresponding property.</param>
 public ViewNpcCharacterTable(AIID? @aIID, BodyID @bodyID, Int32 @cash, CharacterTemplateID? @characterTemplateID,
                              NPCChatDialogID? @chatDialog, Int32 @exp, SPValueType @hP, Int32 @iD, Byte @level,
                              MapID @loadMapID, UInt16 @loadX, UInt16 @loadY, UInt16 @moveSpeed, SPValueType @mP,
                              String @name, MapID? @respawnMapID, Single @respawnX, Single @respawnY, ShopID? @shopID,
                              Int32 @statPoints, Int16 @statAgi, Int16 @statDefence, Int16 @statInt, Int16 @statMaxhit,
                              Int16 @statMaxhp, Int16 @statMaxmp, Int16 @statMinhit, Int16 @statStr)
 {
     AIID = @aIID;
     BodyID = @bodyID;
     Cash = @cash;
     CharacterTemplateID = @characterTemplateID;
     ChatDialog = @chatDialog;
     Exp = @exp;
     HP = @hP;
     ID = @iD;
     Level = @level;
     LoadMapID = @loadMapID;
     LoadX = @loadX;
     LoadY = @loadY;
     MoveSpeed = @moveSpeed;
     MP = @mP;
     Name = @name;
     RespawnMapID = @respawnMapID;
     RespawnX = @respawnX;
     RespawnY = @respawnY;
     ShopID = @shopID;
     StatPoints = @statPoints;
     StatAgi = @statAgi;
     StatDefence = @statDefence;
     StatInt = @statInt;
     StatMaxhit = @statMaxhit;
     StatMaxhp = @statMaxhp;
     StatMaxmp = @statMaxmp;
     StatMinhit = @statMinhit;
     StatStr = @statStr;
 }
        /// <summary>
        /// Provides the extra text for the <see cref="AdvancedPropertyDescriptor"/> for a
        /// <see cref="BodyID"/>.
        /// </summary>
        /// <param name="v">The value.</param>
        /// <returns>The extra text to display.</returns>
        static string ExtraTextProvider_BodyID(BodyID v)
        {
            var body = BodyInfoManager.Instance.GetBody(v);
            if (body == null)
                return null;

            return body.Body + " - Size: " + body.Size.X + "x" + body.Size.Y;
        }
Beispiel #10
0
 /// <summary>
 /// Initializes a new instance of the <see cref="BodyInfo"/> class.
 /// </summary>
 /// <param name="id">The <see cref="BodyID"/>.</param>
 public BodyInfo(BodyID id)
 {
     ID = id;
 }
Beispiel #11
0
 /// <summary>
 /// Deletes a <see cref="BodyInfo"/> in this <see cref="BodyInfoManager"/>.
 /// </summary>
 /// <param name="id">The <see cref="BodyID"/> of the body to remove.</param>
 /// <returns>True if a <see cref="BodyInfo"/> was removed from the given <paramref name="id"/>; otherwise false.</returns>
 /// <remarks>
 /// Should only be used in the editor.
 /// </remarks>
 public bool RemoveBody(BodyID id)
 {
     return _bodies.Remove(id);
 }
Beispiel #12
0
        /// <summary>
        /// Gets the next free <see cref="BodyID"/>.
        /// </summary>
        /// <returns>The next free <see cref="BodyID"/>.</returns>
        BodyID GetNextFreeID()
        {
            var i = new BodyID(1);
            while (_bodies.ContainsKey(i))
            {
                i++;
            }

            return i;
        }
Beispiel #13
0
 /// <summary>
 /// Initializes a new instance of the <see cref="CharacterTable"/> class.
 /// </summary>
 /// <param name="aIID">The initial value for the corresponding property.</param>
 /// <param name="bodyID">The initial value for the corresponding property.</param>
 /// <param name="cash">The initial value for the corresponding property.</param>
 /// <param name="characterTemplateID">The initial value for the corresponding property.</param>
 /// <param name="chatDialog">The initial value for the corresponding property.</param>
 /// <param name="exp">The initial value for the corresponding property.</param>
 /// <param name="hP">The initial value for the corresponding property.</param>
 /// <param name="iD">The initial value for the corresponding property.</param>
 /// <param name="level">The initial value for the corresponding property.</param>
 /// <param name="loadMapID">The initial value for the corresponding property.</param>
 /// <param name="loadX">The initial value for the corresponding property.</param>
 /// <param name="loadY">The initial value for the corresponding property.</param>
 /// <param name="moveSpeed">The initial value for the corresponding property.</param>
 /// <param name="mP">The initial value for the corresponding property.</param>
 /// <param name="name">The initial value for the corresponding property.</param>
 /// <param name="respawnMapID">The initial value for the corresponding property.</param>
 /// <param name="respawnX">The initial value for the corresponding property.</param>
 /// <param name="respawnY">The initial value for the corresponding property.</param>
 /// <param name="shopID">The initial value for the corresponding property.</param>
 /// <param name="statPoints">The initial value for the corresponding property.</param>
 /// <param name="statAgi">The initial value for the corresponding property.</param>
 /// <param name="statDefence">The initial value for the corresponding property.</param>
 /// <param name="statInt">The initial value for the corresponding property.</param>
 /// <param name="statMaxhit">The initial value for the corresponding property.</param>
 /// <param name="statMaxhp">The initial value for the corresponding property.</param>
 /// <param name="statMaxmp">The initial value for the corresponding property.</param>
 /// <param name="statMinhit">The initial value for the corresponding property.</param>
 /// <param name="statStr">The initial value for the corresponding property.</param>
 public CharacterTable(AIID? @aIID, BodyID @bodyID, Int32 @cash, CharacterTemplateID? @characterTemplateID,
                       NPCChatDialogID? @chatDialog, Int32 @exp, SPValueType @hP, CharacterID @iD, Byte @level,
                       MapID @loadMapID, UInt16 @loadX, UInt16 @loadY, UInt16 @moveSpeed, SPValueType @mP, String @name,
                       MapID? @respawnMapID, Single @respawnX, Single @respawnY, ShopID? @shopID, Int32 @statPoints,
                       Int16 @statAgi, Int16 @statDefence, Int16 @statInt, Int16 @statMaxhit, Int16 @statMaxhp,
                       Int16 @statMaxmp, Int16 @statMinhit, Int16 @statStr)
 {
     AIID = @aIID;
     BodyID = @bodyID;
     Cash = @cash;
     CharacterTemplateID = @characterTemplateID;
     ChatDialog = @chatDialog;
     Exp = @exp;
     HP = @hP;
     ID = @iD;
     Level = @level;
     LoadMapID = @loadMapID;
     LoadX = @loadX;
     LoadY = @loadY;
     MoveSpeed = @moveSpeed;
     MP = @mP;
     Name = @name;
     RespawnMapID = @respawnMapID;
     RespawnX = @respawnX;
     RespawnY = @respawnY;
     ShopID = @shopID;
     StatPoints = @statPoints;
     SetStat(StatType.Agi, @statAgi);
     SetStat(StatType.Defence, @statDefence);
     SetStat(StatType.Int, @statInt);
     SetStat(StatType.MaxHit, @statMaxhit);
     SetStat(StatType.MaxHP, @statMaxhp);
     SetStat(StatType.MaxMP, @statMaxmp);
     SetStat(StatType.MinHit, @statMinhit);
     SetStat(StatType.Str, @statStr);
 }