Beispiel #1
0
 public override void Save(SaveGameData p_data)
 {
     base.Save(p_data);
     p_data.Set <Int32>("AutoStartNPC", m_autoStartNPC);
     p_data.Set <Int32>("StartDialogID", m_startDialogID);
     p_data.Set <Boolean>("ShowNpcs", m_showNpcs);
 }
        internal void Save(SaveGameData mapdata)
        {
            Cleanup();
            if (m_MapNotes.Count == 0)
            {
                return;
            }
            mapdata.Set <Int32>("MapCount", m_MapNotes.Count);
            Int32 num = 0;

            foreach (KeyValuePair <String, MapNoteCollection> keyValuePair in m_MapNotes)
            {
                SaveGameData saveGameData = new SaveGameData(keyValuePair.Key);
                mapdata.Set <String>("Map" + num, keyValuePair.Key);
                mapdata.Set <SaveGameData>("Notes" + num, saveGameData);
                keyValuePair.Value.Cleanup();
                saveGameData.Set <Int32>("Count", keyValuePair.Value.Count);
                Int32 num2 = 0;
                foreach (MapNote mapNote in keyValuePair.Value.Values)
                {
                    saveGameData.Set <Int32>("Nx" + num2, mapNote.Position.X);
                    saveGameData.Set <Int32>("Ny" + num2, mapNote.Position.Y);
                    saveGameData.Set <String>("Nt" + num2, mapNote.Note);
                    num2++;
                }
                num++;
            }
        }
 public void Save(SaveGameData p_data)
 {
     p_data.Set <Int32>("ResistanceCount", m_resistance.Length);
     for (Int32 i = 0; i < m_resistance.Length; i++)
     {
         p_data.Set <Int32>("DamageType" + i, (Int32)m_resistance[i].Type);
         p_data.Set <Int32>("Value" + i, m_resistance[i].Value);
     }
 }
Beispiel #4
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 public void Save(SaveGameData p_data)
 {
     p_data.Set <Int32>("Count", m_buffs.Count);
     for (Int32 i = 0; i < m_buffs.Count; i++)
     {
         SaveGameData saveGameData = new SaveGameData("Buff" + i);
         m_buffs[i].Save(saveGameData);
         p_data.Set <SaveGameData>(saveGameData.ID, saveGameData);
     }
 }
        public void Save(SaveGameData p_data)
        {
            p_data.Set <Int32>("BestiaryLength", m_allMonsters.Count);
            p_data.Set <Int32>("BestiaryKilledCoreMonsters", m_killedCoreMonsters);
            Int32 num = 0;

            foreach (Int32 num2 in m_allMonsters.Keys)
            {
                p_data.Set <Int32>("BestiaryEntryMonsterKey" + num, num2);
                p_data.Set <Int32>("BestiaryEntryMonsterValue" + num, m_allMonsters[num2]);
                num++;
            }
            p_data.Set <Int32>("BestiaryNewEntries", m_newEntries.Count);
            for (Int32 i = 0; i < m_newEntries.Count; i++)
            {
                p_data.Set <Int32>("BestiaryNewEntryKey" + i, m_newEntries[i]);
            }
            p_data.Set <Int32>("BestiaryQuestMonsters", m_questMonsters.Count);
            Int32 num3 = 0;

            foreach (Int32 num4 in m_questMonsters.Keys)
            {
                p_data.Set <Int32>("BestiaryQuestMonsterKey" + num3, num4);
                p_data.Set <Int32>("BestiaryQuestMonsterValue" + num3, m_questMonsters[num4]);
                num3++;
            }
        }
        public override void Save(SaveGameData p_data)
        {
            base.Save(p_data);
            p_data.Set <EPartyBuffs>("PartyBuff", m_partyBuff);
            p_data.Set <ERechargerSpecial>("Special", m_special);
            p_data.Set <ERechargerType>("RechargerType", m_rechargerType);
            SaveGameData saveGameData = new SaveGameData("LastActivation");

            m_lastActivationTime.Save(saveGameData);
            p_data.Set <SaveGameData>(saveGameData.ID, saveGameData);
        }
 public void Save(SaveGameData p_data)
 {
     if (p_data != null)
     {
         p_data.Set <Int32>("Count", m_buffList.Count);
         for (Int32 i = 0; i < m_buffList.Count; i++)
         {
             p_data.Set <Int32>("buffType_" + i, (Int32)m_buffList[i].Type);
             p_data.Set <Single>("castersMagicValue_" + i, m_buffList[i].CastersMagicValue);
         }
     }
 }
Beispiel #8
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 public void Save(SaveGameData p_data)
 {
     p_data.Set <Int32>("Count", m_quests.Count);
     for (Int32 i = 0; i < m_quests.Count; i++)
     {
         SaveGameData saveGameData = new SaveGameData("QuestStep" + i);
         if (m_quests[i].StaticData != null)
         {
             m_quests[i].Save(saveGameData);
             p_data.Set <SaveGameData>(saveGameData.ID, saveGameData);
         }
     }
 }
        public override void Save(SaveGameData p_data)
        {
            base.Save(p_data);
            p_data.Set <Int32>("ConditionCount", m_conditions.Count);
            Int32 num = 0;

            foreach (ObjectCondition objectCondition in m_conditions)
            {
                p_data.Set <Int32>("ID" + num, objectCondition.id);
                p_data.Set <Int32>("State" + num, (Int32)objectCondition.wantedState);
                num++;
            }
        }
Beispiel #10
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        public void Save(SaveGameData p_data)
        {
            p_data.Set <Int32>("WorldMapCount", m_worldMapPoints.Count);
            Int32 num = 0;

            foreach (WorldMapPoint worldMapPoint in m_worldMapPoints.Values)
            {
                SaveGameData saveGameData = new SaveGameData("WorldMapPoint" + num);
                worldMapPoint.Save(saveGameData);
                p_data.Set <SaveGameData>(saveGameData.ID, saveGameData);
                num++;
            }
        }
Beispiel #11
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 public void Save(SaveGameData p_data)
 {
     p_data.Set <Int32>("FoundBooksCount", m_foundBooks.Count);
     for (Int32 i = 0; i < m_foundBooks.Count; i++)
     {
         p_data.Set <Int32>("FoundBookID" + i, m_foundBooks[i].StaticID);
     }
     p_data.Set <Int32>("FoundBooksNewEntriesCount", m_newEntries.Count);
     for (Int32 j = 0; j < m_newEntries.Count; j++)
     {
         p_data.Set <Int32>("FoundBooksNewEntry" + j, m_newEntries[j]);
     }
 }
        public void Save(SaveGameData p_data)
        {
            p_data.Set <Int32>("OfferCount", m_offers.Count);
            Int32 num = 0;

            foreach (TradingItemOffer tradingItemOffer in m_offers)
            {
                p_data.Set <Int32>("OfferID" + num, tradingItemOffer.OfferData.StaticID);
                SaveGameData saveGameData = new SaveGameData("Offer" + num);
                tradingItemOffer.Save(saveGameData);
                p_data.Set <SaveGameData>(saveGameData.ID, saveGameData);
                num++;
            }
        }
Beispiel #13
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        public void Save(SaveGameData p_data)
        {
            p_data.Set <Int32>("NpcFactoryCount", m_npcs.Count);
            Int32 num = 0;

            foreach (KeyValuePair <Int32, Npc> keyValuePair in m_npcs)
            {
                p_data.Set <Int32>("NpcID" + num, keyValuePair.Key);
                SaveGameData saveGameData = new SaveGameData("Npc" + num);
                keyValuePair.Value.Save(saveGameData);
                p_data.Set <SaveGameData>(saveGameData.ID, saveGameData);
                num++;
            }
        }
Beispiel #14
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 public void Save(SaveGameData p_data)
 {
     p_data.Set <Int32>("HirelingCount", 2);
     for (Int32 i = 0; i < 2; i++)
     {
         if (m_hirelings[i] != null)
         {
             p_data.Set <Int32>("Hireling" + i, m_hirelings[i].StaticID);
         }
         else
         {
             p_data.Set <Int32>("Hireling" + i, -1);
         }
     }
 }
Beispiel #15
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        public void Save(SaveGameData p_data)
        {
            Int32 num = 0;

            foreach (KeyValuePair <Int32, Int32> keyValuePair in m_tokens)
            {
                if (keyValuePair.Value > 0)
                {
                    p_data.Set <Int32>("TokenKey" + num, keyValuePair.Key);
                    p_data.Set <Int32>("TokenValue" + num, keyValuePair.Value);
                    num++;
                }
            }
            p_data.Set <Int32>("Count", num);
        }
        public Int32 SaveItem(EEquipSlots p_slot, Int32 p_counter, BaseItem p_item, SaveGameData p_data)
        {
            p_data.Set <Int32>("Slot" + p_counter, (Int32)p_slot);
            EDataType itemType = p_item.GetItemType();

            p_data.Set <Int32>("DataType" + p_counter, (Int32)itemType);
            if (itemType != EDataType.NONE)
            {
                SaveGameData saveGameData = new SaveGameData("Item" + p_counter);
                p_item.Save(saveGameData);
                p_data.Set <SaveGameData>(saveGameData.ID, saveGameData);
            }
            p_counter++;
            return(p_counter);
        }
 public void Save(SaveGameData p_data)
 {
     for (Int32 i = 0; i < m_spells.Count; i++)
     {
         p_data.Set <Int32>("data_" + i, m_spells[i].StaticID);
     }
 }
        public void Save(SaveGameData p_data)
        {
            p_data.Set <Int32>("ItemCount", m_items.Count);
            for (Int32 i = 0; i < m_items.Count; i++)
            {
                p_data.Set <Int32>("Type" + i, (Int32)m_items[i].GetItemType());
                SaveGameData saveGameData = new SaveGameData("Item" + i);
                m_items[i].Save(saveGameData);
                p_data.Set <SaveGameData>(saveGameData.ID, saveGameData);
            }
            SaveGameData saveGameData2 = new SaveGameData("UpdateTime");

            m_updateTime.Save(saveGameData2);
            p_data.Set <SaveGameData>(saveGameData2.ID, saveGameData2);
            p_data.Set <Boolean>("InitialItemUpdateDone", m_initialItemUpdateDone);
        }
        public void SavePrivilegesRewards()
        {
            SaveGameData saveGameData = new SaveGameData("PrivilegesRewards");

            saveGameData.Set <Int32>("Count", m_privileges.Length);
            for (Int32 i = 0; i < m_privileges.Length; i++)
            {
                saveGameData.Set <Int32>("id" + i, m_privileges[i]);
            }
            saveGameData.Set <Int32>("RewardsCount", m_rewards.Length);
            for (Int32 j = 0; j < m_rewards.Length; j++)
            {
                saveGameData.Set <Int32>("rewardId" + j, m_rewards[j]);
            }
            LegacyLogic.Instance.WorldManager.SaveGameManager.SaveSaveGameData(saveGameData, "global2.lsg");
        }
        public void Save(SaveGameData p_data)
        {
            BaseItem itemAt   = m_equipment.GetItemAt(0);
            BaseItem itemAt2  = m_equipment.GetItemAt(1);
            BaseItem itemAt3  = m_equipment.GetItemAt(3);
            BaseItem itemAt4  = m_equipment.GetItemAt(8);
            BaseItem itemAt5  = m_equipment.GetItemAt(9);
            BaseItem itemAt6  = m_equipment.GetItemAt(7);
            BaseItem itemAt7  = m_equipment.GetItemAt(5);
            BaseItem itemAt8  = m_equipment.GetItemAt(4);
            BaseItem itemAt9  = m_equipment.GetItemAt(6);
            BaseItem itemAt10 = m_equipment.GetItemAt(2);
            Boolean  flag     = false;

            p_data.Set <Int32>("ItemCount", m_equipment.GetCurrentItemCount());
            Int32 p_counter = 0;

            if (itemAt != null)
            {
                flag      = (((Equipment)itemAt).ItemSlot == EItemSlot.ITEM_SLOT_2_HAND);
                p_counter = SaveItem(EEquipSlots.MAIN_HAND, p_counter, itemAt, p_data);
            }
            if (itemAt2 != null && !flag)
            {
                p_counter = SaveItem(EEquipSlots.OFF_HAND, p_counter, itemAt2, p_data);
            }
            if (itemAt3 != null)
            {
                p_counter = SaveItem(EEquipSlots.HEAD, p_counter, itemAt3, p_data);
            }
            if (itemAt4 != null)
            {
                p_counter = SaveItem(EEquipSlots.FINGER1, p_counter, itemAt4, p_data);
            }
            if (itemAt5 != null)
            {
                p_counter = SaveItem(EEquipSlots.FINGER2, p_counter, itemAt5, p_data);
            }
            if (itemAt6 != null)
            {
                p_counter = SaveItem(EEquipSlots.NECK, p_counter, itemAt6, p_data);
            }
            if (itemAt7 != null)
            {
                p_counter = SaveItem(EEquipSlots.HANDS, p_counter, itemAt7, p_data);
            }
            if (itemAt8 != null)
            {
                p_counter = SaveItem(EEquipSlots.BODY, p_counter, itemAt8, p_data);
            }
            if (itemAt9 != null)
            {
                p_counter = SaveItem(EEquipSlots.FEET, p_counter, itemAt9, p_data);
            }
            if (itemAt10 != null)
            {
                p_counter = SaveItem(EEquipSlots.RANGE_WEAPON, p_counter, itemAt10, p_data);
            }
        }
 public void Save(SaveGameData p_data)
 {
     foreach (Skill skill in m_availableSkills)
     {
         SaveGameData saveGameData = new SaveGameData("Skill" + skill.StaticID);
         skill.Save(saveGameData);
         p_data.Set <SaveGameData>(saveGameData.ID, saveGameData);
     }
 }
Beispiel #22
0
 public void Save(SaveGameData p_data)
 {
     p_data.Set <Int32>("Might", Might);
     p_data.Set <Int32>("Magic", Magic);
     p_data.Set <Int32>("Perception", Perception);
     p_data.Set <Int32>("Destiny", Destiny);
     p_data.Set <Int32>("Vitality", Vitality);
     p_data.Set <Int32>("Spirit", Spirit);
     p_data.Set <Int32>("HealthPoints", HealthPoints);
     p_data.Set <Int32>("ManaPoints", ManaPoints);
 }
Beispiel #23
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        public void Save()
        {
            SaveGameData saveGameData = new SaveGameData("globalHints");

            for (Int32 i = 0; i < m_hints.Count; i++)
            {
                saveGameData.Set <Boolean>("shown" + m_hints[i].StaticID, m_hints[i].Shown);
            }
            LegacyLogic.Instance.WorldManager.SaveGameManager.SaveSaveGameData(saveGameData, "hints.lsg");
        }
 internal void Save(SaveGameData p_data)
 {
     p_data.Set <Boolean>("Existent", m_Existent);
     p_data.Set <Int32>("X", m_SpiritBeacon.Position.X);
     p_data.Set <Int32>("Y", m_SpiritBeacon.Position.Y);
     p_data.Set <String>("MapName", m_SpiritBeacon.Mapname ?? String.Empty);
     p_data.Set <String>("LocaMapName", m_SpiritBeacon.LocalizedMapnameKey ?? String.Empty);
     p_data.Set <Int32>("MapPointID", m_SpiritBeacon.MapPointID);
 }
Beispiel #25
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        public void Save(SaveGameData p_data)
        {
            if (m_tradingInventory != null)
            {
                m_tradingInventory.Save(p_data);
            }
            p_data.Set <Int32>("RestCount", m_restCount.Count);
            Int32 num = 0;

            foreach (KeyValuePair <ETargetCondition, Int32> keyValuePair in m_restCount)
            {
                p_data.Set <ETargetCondition>("RestCountKey" + num, keyValuePair.Key);
                p_data.Set <Int32>("RestCountValue" + num, keyValuePair.Value);
                num++;
            }
            p_data.Set <Int32>("DayCount", m_dayCount.Count);
            num = 0;
            foreach (KeyValuePair <ETargetCondition, Int32> keyValuePair2 in m_dayCount)
            {
                p_data.Set <ETargetCondition>("DayCountKey" + num, keyValuePair2.Key);
                p_data.Set <Int32>("DayCountValue" + num, keyValuePair2.Value);
                num++;
            }
        }
Beispiel #26
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 public override void Save(SaveGameData p_data)
 {
     p_data.Set <Int32>("Amount", m_amount);
 }
Beispiel #27
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 public override void Save(SaveGameData p_data)
 {
     base.Save(p_data);
     p_data.Set <String>("CurrentAnim", (CurrentAnim == null) ? String.Empty : CurrentAnim);
 }
 public override void Save(SaveGameData p_data)
 {
     p_data.Set <Boolean>("FirstRound", m_firstFightRound);
     p_data.Set <EMonsterSpell>("LastCastedSpell", m_lastCastedSpell);
     p_data.Set <EErebosState>("State", m_state);
 }
Beispiel #29
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 public void Save(SaveGameData p_data)
 {
     p_data.Set <Int32>("TotalMinutes", m_totalMinutes);
 }
Beispiel #30
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 public override void Save(SaveGameData p_data)
 {
     base.Save(p_data);
     p_data.Set <EPotionTarget>("TargetAttribute", m_targetAttribute);
     p_data.Set <Int32>("Value", m_value);
 }