public void Update(GameFightMinimalStats stats) { if (stats == null) { throw new ArgumentNullException("stats"); } //Summoner = stats.summoner; already processed at MonsterFighter / CharacterFighter level //Summoned = stats.summoned; Health = stats.lifePoints; MaxHealth = stats.maxLifePoints; MaxHealthBase = stats.baseMaxLifePoints; CurrentAP = stats.actionPoints; CurrentMP = stats.movementPoints; MaxAP = stats.maxActionPoints; MaxMP = stats.maxMovementPoints; PermanentDamagePercent = stats.permanentDamagePercent; TackleBlock = stats.tackleBlock; TackleEvade = stats.tackleEvade; DodgeAPProbability = stats.dodgePALostProbability; DodgeMPProbability = stats.dodgePMLostProbability; NeutralResistPercent = stats.neutralElementResistPercent; EarthResistPercent = stats.earthElementResistPercent; WaterResistPercent = stats.waterElementResistPercent; AirResistPercent = stats.airElementResistPercent; FireResistPercent = stats.fireElementResistPercent; NeutralElementReduction = stats.neutralElementReduction; EarthElementReduction = stats.earthElementReduction; WaterElementReduction = stats.waterElementReduction; AirElementReduction = stats.airElementReduction; FireElementReduction = stats.fireElementReduction; //logger.Debug("{0}/{1} AP, {2}/{3} MP, {4}/{5} HP", CurrentAP, MaxAP, CurrentMP, MaxMP, Health, MaxHealth); InvisibilityState = (GameActionFightInvisibilityStateEnum)stats.invisibilityState; }
public void Update(GameFightMinimalStats stats) { if (stats == null) throw new ArgumentNullException("stats"); //Summoner = stats.summoner; already processed at MonsterFighter / CharacterFighter level //Summoned = stats.summoned; Health = stats.lifePoints; MaxHealth = stats.maxLifePoints; MaxHealthBase = stats.baseMaxLifePoints; CurrentAP = stats.actionPoints; CurrentMP = stats.movementPoints; MaxAP = stats.maxActionPoints; MaxMP = stats.maxMovementPoints; PermanentDamagePercent = stats.permanentDamagePercent; TackleBlock = stats.tackleBlock; TackleEvade = stats.tackleEvade; DodgeAPProbability = stats.dodgePALostProbability; DodgeMPProbability = stats.dodgePMLostProbability; NeutralResistPercent = stats.neutralElementResistPercent; EarthResistPercent = stats.earthElementResistPercent; WaterResistPercent = stats.waterElementResistPercent; AirResistPercent = stats.airElementResistPercent; FireResistPercent = stats.fireElementResistPercent; NeutralElementReduction = stats.neutralElementReduction; EarthElementReduction = stats.earthElementReduction; WaterElementReduction = stats.waterElementReduction; AirElementReduction = stats.airElementReduction; FireElementReduction = stats.fireElementReduction; //logger.Debug("{0}/{1} AP, {2}/{3} MP, {4}/{5} HP", CurrentAP, MaxAP, CurrentMP, MaxMP, Health, MaxHealth); InvisibilityState = (GameActionFightInvisibilityStateEnum)stats.invisibilityState; }
public static void SendGameActionFightInvisibilityMessage(IPacketReceiver client, FightActor source, FightActor target, GameActionFightInvisibilityStateEnum state) { client.Send(new GameActionFightInvisibilityMessage((short)ActionsEnum.ACTION_CHARACTER_MAKE_INVISIBLE, source.Id, target.Id, (sbyte)state)); }
public static void SendGameActionFightInvisibilityMessage(IPacketReceiver client, FightActor source, FightActor target, GameActionFightInvisibilityStateEnum state) { client.Send(new GameActionFightInvisibilityMessage(150, source.Id, target.Id, (sbyte)state)); }