Beispiel #1
0
		/// <summary>
		/// The timer that reduce the endurance every interval
		/// </summary>
		//RegionTimer m_tickTimer;

		/// <summary>
		/// The amount of timer ticks player was not moving
		/// </summary>
		//int m_idleTicks = 0;

		/// <summary>
		/// Start the sprinting on player
		/// </summary>
		public override void Start(GameLiving target)
		{
			base.Start(target);
			/*if (m_tickTimer != null)
			{
				m_tickTimer.Stop();
				m_tickTimer = null;
			}
			m_tickTimer = new RegionTimer(target);
			m_tickTimer.Callback = new RegionTimerCallback(PulseCallback);
			m_tickTimer.Start(1);*/
            target.StartEnduranceRegeneration();
		}
Beispiel #2
0
        /// <summary>
        /// The timer that reduce the endurance every interval
        /// </summary>
        //RegionTimer m_tickTimer;

        /// <summary>
        /// The amount of timer ticks player was not moving
        /// </summary>
        //int m_idleTicks = 0;

        /// <summary>
        /// Start the sprinting on player
        /// </summary>
        public override void Start(GameLiving target)
        {
            base.Start(target);

            /*if (m_tickTimer != null)
             * {
             *      m_tickTimer.Stop();
             *      m_tickTimer = null;
             * }
             * m_tickTimer = new RegionTimer(target);
             * m_tickTimer.Callback = new RegionTimerCallback(PulseCallback);
             * m_tickTimer.Start(1);*/
            target.StartEnduranceRegeneration();
        }
        /// <summary>
        /// send updates about the changes
        /// </summary>
        /// <param name="target"></param>
        public override void SendUpdates(GameLiving target)
        {
            GamePlayer player = target as GamePlayer;                   // need new prop system to not worry about updates

            if (player != null)
            {
                player.Out.SendCharStatsUpdate();
                player.Out.SendCharResistsUpdate();
                player.Out.SendUpdateWeaponAndArmorStats();
                player.UpdateEncumberance();
                player.UpdatePlayerStatus();
            }

            if (target.IsAlive)
            {
                if (target.Health < target.MaxHealth)
                {
                    target.StartHealthRegeneration();
                }
                else if (target.Health > target.MaxHealth)
                {
                    target.Health = target.MaxHealth;
                }

                if (target.Mana < target.MaxMana)
                {
                    target.StartPowerRegeneration();
                }
                else if (target.Mana > target.MaxMana)
                {
                    target.Mana = target.MaxMana;
                }

                if (target.Endurance < target.MaxEndurance)
                {
                    target.StartEnduranceRegeneration();
                }
                else if (target.Endurance > target.MaxEndurance)
                {
                    target.Endurance = target.MaxEndurance;
                }
            }
        }
Beispiel #4
0
        /// <summary>
        /// send updates about the changes
        /// </summary>
        /// <param name="target"></param>
        public override void SendUpdates(GameLiving target)
        {
            if (target is GamePlayer player)
            {
                player.Out.SendCharStatsUpdate();
                player.Out.SendCharResistsUpdate();
                player.Out.SendUpdateWeaponAndArmorStats();
                player.UpdateEncumberance();
                player.UpdatePlayerStatus();
            }

            if (!target.IsAlive)
            {
                return;
            }

            if (target.Health < target.MaxHealth)
            {
                target.StartHealthRegeneration();
            }
            else if (target.Health > target.MaxHealth)
            {
                target.Health = target.MaxHealth;
            }

            if (target.Mana < target.MaxMana)
            {
                target.StartPowerRegeneration();
            }
            else if (target.Mana > target.MaxMana)
            {
                target.Mana = target.MaxMana;
            }

            if (target.Endurance < target.MaxEndurance)
            {
                target.StartEnduranceRegeneration();
            }
            else if (target.Endurance > target.MaxEndurance)
            {
                target.Endurance = target.MaxEndurance;
            }
        }
Beispiel #5
0
		/// <summary>
		/// send updates about the changes
		/// </summary>
		/// <param name="target"></param>
		protected override void SendUpdates(GameLiving target)
		{
			GamePlayer player = target as GamePlayer;	// need new prop system to not worry about updates
			if (player != null) {
				player.Out.SendCharStatsUpdate();
				player.Out.SendUpdateWeaponAndArmorStats();
				player.UpdateEncumberance();
				player.UpdatePlayerStatus();
			}

			if (target.IsAlive)
			{
				if (target.Health < target.MaxHealth) target.StartHealthRegeneration();
				else if (target.Health > target.MaxHealth) target.Health = target.MaxHealth;

				if (target.Mana < target.MaxMana) target.StartPowerRegeneration();
				else if (target.Mana > target.MaxMana) target.Mana = target.MaxMana;

				if (target.Endurance < target.MaxEndurance) target.StartEnduranceRegeneration();
				else if (target.Endurance > target.MaxEndurance) target.Endurance = target.MaxEndurance;
			}
		}