Beispiel #1
0
 public override void Serialize(IDataWriter writer)
 {
     writer.WriteVarUhLong(Experience);
     writer.WriteVarUhLong(ExperienceLevelFloor);
     writer.WriteVarUhLong(ExperienceNextLevelFloor);
     writer.WriteVarUhLong(ExperienceBonusLimit);
     writer.WriteVarUhLong(Kamas);
     writer.WriteVarUhShort(StatsPoints);
     writer.WriteVarUhShort(AdditionnalPoints);
     writer.WriteVarUhShort(SpellsPoints);
     AlignmentInfos.Serialize(writer);
     writer.WriteVarUhInt(LifePoints);
     writer.WriteVarUhInt(MaxLifePoints);
     writer.WriteVarUhShort(EnergyPoints);
     writer.WriteVarUhShort(MaxEnergyPoints);
     writer.WriteVarShort(ActionPointsCurrent);
     writer.WriteVarShort(MovementPointsCurrent);
     Initiative.Serialize(writer);
     Prospecting.Serialize(writer);
     ActionPoints.Serialize(writer);
     MovementPoints.Serialize(writer);
     Strength.Serialize(writer);
     Vitality.Serialize(writer);
     Wisdom.Serialize(writer);
     Chance.Serialize(writer);
     Agility.Serialize(writer);
     Intelligence.Serialize(writer);
     Range.Serialize(writer);
     SummonableCreaturesBoost.Serialize(writer);
     Reflect.Serialize(writer);
     CriticalHit.Serialize(writer);
     writer.WriteVarUhShort(CriticalHitWeapon);
     CriticalMiss.Serialize(writer);
     HealBonus.Serialize(writer);
     AllDamagesBonus.Serialize(writer);
     WeaponDamagesBonusPercent.Serialize(writer);
     DamagesBonusPercent.Serialize(writer);
     TrapBonus.Serialize(writer);
     TrapBonusPercent.Serialize(writer);
     GlyphBonusPercent.Serialize(writer);
     RuneBonusPercent.Serialize(writer);
     PermanentDamagePercent.Serialize(writer);
     TackleBlock.Serialize(writer);
     TackleEvade.Serialize(writer);
     PAAttack.Serialize(writer);
     PMAttack.Serialize(writer);
     PushDamageBonus.Serialize(writer);
     CriticalDamageBonus.Serialize(writer);
     NeutralDamageBonus.Serialize(writer);
     EarthDamageBonus.Serialize(writer);
     WaterDamageBonus.Serialize(writer);
     AirDamageBonus.Serialize(writer);
     FireDamageBonus.Serialize(writer);
     DodgePALostProbability.Serialize(writer);
     DodgePMLostProbability.Serialize(writer);
     NeutralElementResistPercent.Serialize(writer);
     EarthElementResistPercent.Serialize(writer);
     WaterElementResistPercent.Serialize(writer);
     AirElementResistPercent.Serialize(writer);
     FireElementResistPercent.Serialize(writer);
     NeutralElementReduction.Serialize(writer);
     EarthElementReduction.Serialize(writer);
     WaterElementReduction.Serialize(writer);
     AirElementReduction.Serialize(writer);
     FireElementReduction.Serialize(writer);
     PushDamageReduction.Serialize(writer);
     CriticalDamageReduction.Serialize(writer);
     PvpNeutralElementResistPercent.Serialize(writer);
     PvpEarthElementResistPercent.Serialize(writer);
     PvpWaterElementResistPercent.Serialize(writer);
     PvpAirElementResistPercent.Serialize(writer);
     PvpFireElementResistPercent.Serialize(writer);
     PvpNeutralElementReduction.Serialize(writer);
     PvpEarthElementReduction.Serialize(writer);
     PvpWaterElementReduction.Serialize(writer);
     PvpAirElementReduction.Serialize(writer);
     PvpFireElementReduction.Serialize(writer);
     MeleeDamageDonePercent.Serialize(writer);
     MeleeDamageReceivedPercent.Serialize(writer);
     RangedDamageDonePercent.Serialize(writer);
     RangedDamageReceivedPercent.Serialize(writer);
     WeaponDamageDonePercent.Serialize(writer);
     WeaponDamageReceivedPercent.Serialize(writer);
     SpellDamageDonePercent.Serialize(writer);
     SpellDamageReceivedPercent.Serialize(writer);
     writer.WriteShort((short)SpellModifications.Count);
     foreach (var x in SpellModifications)
     {
         x.Serialize(writer);
     }
     writer.WriteInt(ProbationTime);
 }