Beispiel #1
0
 public override void Deserialize(IDataReader reader)
 {
     ModificationType = reader.ReadByte();
     SpellId          = reader.ReadVarUhShort();
     Value            = new CharacterBaseCharacteristic();
     Value.Deserialize(reader);
 }
        public override void Deserialize(IDataReader reader)
        {
            Experience               = reader.ReadVarUhLong();
            ExperienceLevelFloor     = reader.ReadVarUhLong();
            ExperienceNextLevelFloor = reader.ReadVarUhLong();
            ExperienceBonusLimit     = reader.ReadVarUhLong();
            Kamas             = reader.ReadVarUhLong();
            StatsPoints       = reader.ReadVarUhShort();
            AdditionnalPoints = reader.ReadVarUhShort();
            SpellsPoints      = reader.ReadVarUhShort();
            AlignmentInfos    = new ActorExtendedAlignmentInformations();
            AlignmentInfos.Deserialize(reader);
            LifePoints            = reader.ReadVarUhInt();
            MaxLifePoints         = reader.ReadVarUhInt();
            EnergyPoints          = reader.ReadVarUhShort();
            MaxEnergyPoints       = reader.ReadVarUhShort();
            ActionPointsCurrent   = reader.ReadVarShort();
            MovementPointsCurrent = reader.ReadVarShort();
            Initiative            = new CharacterBaseCharacteristic();
            Initiative.Deserialize(reader);
            Prospecting = new CharacterBaseCharacteristic();
            Prospecting.Deserialize(reader);
            ActionPoints = new CharacterBaseCharacteristic();
            ActionPoints.Deserialize(reader);
            MovementPoints = new CharacterBaseCharacteristic();
            MovementPoints.Deserialize(reader);
            Strength = new CharacterBaseCharacteristic();
            Strength.Deserialize(reader);
            Vitality = new CharacterBaseCharacteristic();
            Vitality.Deserialize(reader);
            Wisdom = new CharacterBaseCharacteristic();
            Wisdom.Deserialize(reader);
            Chance = new CharacterBaseCharacteristic();
            Chance.Deserialize(reader);
            Agility = new CharacterBaseCharacteristic();
            Agility.Deserialize(reader);
            Intelligence = new CharacterBaseCharacteristic();
            Intelligence.Deserialize(reader);
            Range = new CharacterBaseCharacteristic();
            Range.Deserialize(reader);
            SummonableCreaturesBoost = new CharacterBaseCharacteristic();
            SummonableCreaturesBoost.Deserialize(reader);
            Reflect = new CharacterBaseCharacteristic();
            Reflect.Deserialize(reader);
            CriticalHit = new CharacterBaseCharacteristic();
            CriticalHit.Deserialize(reader);
            CriticalHitWeapon = reader.ReadVarUhShort();
            CriticalMiss      = new CharacterBaseCharacteristic();
            CriticalMiss.Deserialize(reader);
            HealBonus = new CharacterBaseCharacteristic();
            HealBonus.Deserialize(reader);
            AllDamagesBonus = new CharacterBaseCharacteristic();
            AllDamagesBonus.Deserialize(reader);
            WeaponDamagesBonusPercent = new CharacterBaseCharacteristic();
            WeaponDamagesBonusPercent.Deserialize(reader);
            DamagesBonusPercent = new CharacterBaseCharacteristic();
            DamagesBonusPercent.Deserialize(reader);
            TrapBonus = new CharacterBaseCharacteristic();
            TrapBonus.Deserialize(reader);
            TrapBonusPercent = new CharacterBaseCharacteristic();
            TrapBonusPercent.Deserialize(reader);
            GlyphBonusPercent = new CharacterBaseCharacteristic();
            GlyphBonusPercent.Deserialize(reader);
            RuneBonusPercent = new CharacterBaseCharacteristic();
            RuneBonusPercent.Deserialize(reader);
            PermanentDamagePercent = new CharacterBaseCharacteristic();
            PermanentDamagePercent.Deserialize(reader);
            TackleBlock = new CharacterBaseCharacteristic();
            TackleBlock.Deserialize(reader);
            TackleEvade = new CharacterBaseCharacteristic();
            TackleEvade.Deserialize(reader);
            PAAttack = new CharacterBaseCharacteristic();
            PAAttack.Deserialize(reader);
            PMAttack = new CharacterBaseCharacteristic();
            PMAttack.Deserialize(reader);
            PushDamageBonus = new CharacterBaseCharacteristic();
            PushDamageBonus.Deserialize(reader);
            CriticalDamageBonus = new CharacterBaseCharacteristic();
            CriticalDamageBonus.Deserialize(reader);
            NeutralDamageBonus = new CharacterBaseCharacteristic();
            NeutralDamageBonus.Deserialize(reader);
            EarthDamageBonus = new CharacterBaseCharacteristic();
            EarthDamageBonus.Deserialize(reader);
            WaterDamageBonus = new CharacterBaseCharacteristic();
            WaterDamageBonus.Deserialize(reader);
            AirDamageBonus = new CharacterBaseCharacteristic();
            AirDamageBonus.Deserialize(reader);
            FireDamageBonus = new CharacterBaseCharacteristic();
            FireDamageBonus.Deserialize(reader);
            DodgePALostProbability = new CharacterBaseCharacteristic();
            DodgePALostProbability.Deserialize(reader);
            DodgePMLostProbability = new CharacterBaseCharacteristic();
            DodgePMLostProbability.Deserialize(reader);
            NeutralElementResistPercent = new CharacterBaseCharacteristic();
            NeutralElementResistPercent.Deserialize(reader);
            EarthElementResistPercent = new CharacterBaseCharacteristic();
            EarthElementResistPercent.Deserialize(reader);
            WaterElementResistPercent = new CharacterBaseCharacteristic();
            WaterElementResistPercent.Deserialize(reader);
            AirElementResistPercent = new CharacterBaseCharacteristic();
            AirElementResistPercent.Deserialize(reader);
            FireElementResistPercent = new CharacterBaseCharacteristic();
            FireElementResistPercent.Deserialize(reader);
            NeutralElementReduction = new CharacterBaseCharacteristic();
            NeutralElementReduction.Deserialize(reader);
            EarthElementReduction = new CharacterBaseCharacteristic();
            EarthElementReduction.Deserialize(reader);
            WaterElementReduction = new CharacterBaseCharacteristic();
            WaterElementReduction.Deserialize(reader);
            AirElementReduction = new CharacterBaseCharacteristic();
            AirElementReduction.Deserialize(reader);
            FireElementReduction = new CharacterBaseCharacteristic();
            FireElementReduction.Deserialize(reader);
            PushDamageReduction = new CharacterBaseCharacteristic();
            PushDamageReduction.Deserialize(reader);
            CriticalDamageReduction = new CharacterBaseCharacteristic();
            CriticalDamageReduction.Deserialize(reader);
            PvpNeutralElementResistPercent = new CharacterBaseCharacteristic();
            PvpNeutralElementResistPercent.Deserialize(reader);
            PvpEarthElementResistPercent = new CharacterBaseCharacteristic();
            PvpEarthElementResistPercent.Deserialize(reader);
            PvpWaterElementResistPercent = new CharacterBaseCharacteristic();
            PvpWaterElementResistPercent.Deserialize(reader);
            PvpAirElementResistPercent = new CharacterBaseCharacteristic();
            PvpAirElementResistPercent.Deserialize(reader);
            PvpFireElementResistPercent = new CharacterBaseCharacteristic();
            PvpFireElementResistPercent.Deserialize(reader);
            PvpNeutralElementReduction = new CharacterBaseCharacteristic();
            PvpNeutralElementReduction.Deserialize(reader);
            PvpEarthElementReduction = new CharacterBaseCharacteristic();
            PvpEarthElementReduction.Deserialize(reader);
            PvpWaterElementReduction = new CharacterBaseCharacteristic();
            PvpWaterElementReduction.Deserialize(reader);
            PvpAirElementReduction = new CharacterBaseCharacteristic();
            PvpAirElementReduction.Deserialize(reader);
            PvpFireElementReduction = new CharacterBaseCharacteristic();
            PvpFireElementReduction.Deserialize(reader);
            MeleeDamageDonePercent = new CharacterBaseCharacteristic();
            MeleeDamageDonePercent.Deserialize(reader);
            MeleeDamageReceivedPercent = new CharacterBaseCharacteristic();
            MeleeDamageReceivedPercent.Deserialize(reader);
            RangedDamageDonePercent = new CharacterBaseCharacteristic();
            RangedDamageDonePercent.Deserialize(reader);
            RangedDamageReceivedPercent = new CharacterBaseCharacteristic();
            RangedDamageReceivedPercent.Deserialize(reader);
            WeaponDamageDonePercent = new CharacterBaseCharacteristic();
            WeaponDamageDonePercent.Deserialize(reader);
            WeaponDamageReceivedPercent = new CharacterBaseCharacteristic();
            WeaponDamageReceivedPercent.Deserialize(reader);
            SpellDamageDonePercent = new CharacterBaseCharacteristic();
            SpellDamageDonePercent.Deserialize(reader);
            SpellDamageReceivedPercent = new CharacterBaseCharacteristic();
            SpellDamageReceivedPercent.Deserialize(reader);
            var spellModificationsCount = reader.ReadUShort();

            SpellModifications = new List <CharacterSpellModification>();
            for (var spellModificationsIndex = 0; spellModificationsIndex < spellModificationsCount; spellModificationsIndex++)
            {
                var objectToAdd = new CharacterSpellModification();
                objectToAdd.Deserialize(reader);
                SpellModifications.Add(objectToAdd);
            }
            ProbationTime = reader.ReadInt();
        }
 public CharacterCharacteristicsInformations(ulong experience, ulong experienceLevelFloor, ulong experienceNextLevelFloor, ulong experienceBonusLimit, ulong kamas, ushort statsPoints, ushort additionnalPoints, ushort spellsPoints, ActorExtendedAlignmentInformations alignmentInfos, uint lifePoints, uint maxLifePoints, ushort energyPoints, ushort maxEnergyPoints, short actionPointsCurrent, short movementPointsCurrent, CharacterBaseCharacteristic initiative, CharacterBaseCharacteristic prospecting, CharacterBaseCharacteristic actionPoints, CharacterBaseCharacteristic movementPoints, CharacterBaseCharacteristic strength, CharacterBaseCharacteristic vitality, CharacterBaseCharacteristic wisdom, CharacterBaseCharacteristic chance, CharacterBaseCharacteristic agility, CharacterBaseCharacteristic intelligence, CharacterBaseCharacteristic range, CharacterBaseCharacteristic summonableCreaturesBoost, CharacterBaseCharacteristic reflect, CharacterBaseCharacteristic criticalHit, ushort criticalHitWeapon, CharacterBaseCharacteristic criticalMiss, CharacterBaseCharacteristic healBonus, CharacterBaseCharacteristic allDamagesBonus, CharacterBaseCharacteristic weaponDamagesBonusPercent, CharacterBaseCharacteristic damagesBonusPercent, CharacterBaseCharacteristic trapBonus, CharacterBaseCharacteristic trapBonusPercent, CharacterBaseCharacteristic glyphBonusPercent, CharacterBaseCharacteristic runeBonusPercent, CharacterBaseCharacteristic permanentDamagePercent, CharacterBaseCharacteristic tackleBlock, CharacterBaseCharacteristic tackleEvade, CharacterBaseCharacteristic pAAttack, CharacterBaseCharacteristic pMAttack, CharacterBaseCharacteristic pushDamageBonus, CharacterBaseCharacteristic criticalDamageBonus, CharacterBaseCharacteristic neutralDamageBonus, CharacterBaseCharacteristic earthDamageBonus, CharacterBaseCharacteristic waterDamageBonus, CharacterBaseCharacteristic airDamageBonus, CharacterBaseCharacteristic fireDamageBonus, CharacterBaseCharacteristic dodgePALostProbability, CharacterBaseCharacteristic dodgePMLostProbability, CharacterBaseCharacteristic neutralElementResistPercent, CharacterBaseCharacteristic earthElementResistPercent, CharacterBaseCharacteristic waterElementResistPercent, CharacterBaseCharacteristic airElementResistPercent, CharacterBaseCharacteristic fireElementResistPercent, CharacterBaseCharacteristic neutralElementReduction, CharacterBaseCharacteristic earthElementReduction, CharacterBaseCharacteristic waterElementReduction, CharacterBaseCharacteristic airElementReduction, CharacterBaseCharacteristic fireElementReduction, CharacterBaseCharacteristic pushDamageReduction, CharacterBaseCharacteristic criticalDamageReduction, CharacterBaseCharacteristic pvpNeutralElementResistPercent, CharacterBaseCharacteristic pvpEarthElementResistPercent, CharacterBaseCharacteristic pvpWaterElementResistPercent, CharacterBaseCharacteristic pvpAirElementResistPercent, CharacterBaseCharacteristic pvpFireElementResistPercent, CharacterBaseCharacteristic pvpNeutralElementReduction, CharacterBaseCharacteristic pvpEarthElementReduction, CharacterBaseCharacteristic pvpWaterElementReduction, CharacterBaseCharacteristic pvpAirElementReduction, CharacterBaseCharacteristic pvpFireElementReduction, CharacterBaseCharacteristic meleeDamageDonePercent, CharacterBaseCharacteristic meleeDamageReceivedPercent, CharacterBaseCharacteristic rangedDamageDonePercent, CharacterBaseCharacteristic rangedDamageReceivedPercent, CharacterBaseCharacteristic weaponDamageDonePercent, CharacterBaseCharacteristic weaponDamageReceivedPercent, CharacterBaseCharacteristic spellDamageDonePercent, CharacterBaseCharacteristic spellDamageReceivedPercent, List <CharacterSpellModification> spellModifications, int probationTime)
 {
     Experience               = experience;
     ExperienceLevelFloor     = experienceLevelFloor;
     ExperienceNextLevelFloor = experienceNextLevelFloor;
     ExperienceBonusLimit     = experienceBonusLimit;
     Kamas                          = kamas;
     StatsPoints                    = statsPoints;
     AdditionnalPoints              = additionnalPoints;
     SpellsPoints                   = spellsPoints;
     AlignmentInfos                 = alignmentInfos;
     LifePoints                     = lifePoints;
     MaxLifePoints                  = maxLifePoints;
     EnergyPoints                   = energyPoints;
     MaxEnergyPoints                = maxEnergyPoints;
     ActionPointsCurrent            = actionPointsCurrent;
     MovementPointsCurrent          = movementPointsCurrent;
     Initiative                     = initiative;
     Prospecting                    = prospecting;
     ActionPoints                   = actionPoints;
     MovementPoints                 = movementPoints;
     Strength                       = strength;
     Vitality                       = vitality;
     Wisdom                         = wisdom;
     Chance                         = chance;
     Agility                        = agility;
     Intelligence                   = intelligence;
     Range                          = range;
     SummonableCreaturesBoost       = summonableCreaturesBoost;
     Reflect                        = reflect;
     CriticalHit                    = criticalHit;
     CriticalHitWeapon              = criticalHitWeapon;
     CriticalMiss                   = criticalMiss;
     HealBonus                      = healBonus;
     AllDamagesBonus                = allDamagesBonus;
     WeaponDamagesBonusPercent      = weaponDamagesBonusPercent;
     DamagesBonusPercent            = damagesBonusPercent;
     TrapBonus                      = trapBonus;
     TrapBonusPercent               = trapBonusPercent;
     GlyphBonusPercent              = glyphBonusPercent;
     RuneBonusPercent               = runeBonusPercent;
     PermanentDamagePercent         = permanentDamagePercent;
     TackleBlock                    = tackleBlock;
     TackleEvade                    = tackleEvade;
     PAAttack                       = pAAttack;
     PMAttack                       = pMAttack;
     PushDamageBonus                = pushDamageBonus;
     CriticalDamageBonus            = criticalDamageBonus;
     NeutralDamageBonus             = neutralDamageBonus;
     EarthDamageBonus               = earthDamageBonus;
     WaterDamageBonus               = waterDamageBonus;
     AirDamageBonus                 = airDamageBonus;
     FireDamageBonus                = fireDamageBonus;
     DodgePALostProbability         = dodgePALostProbability;
     DodgePMLostProbability         = dodgePMLostProbability;
     NeutralElementResistPercent    = neutralElementResistPercent;
     EarthElementResistPercent      = earthElementResistPercent;
     WaterElementResistPercent      = waterElementResistPercent;
     AirElementResistPercent        = airElementResistPercent;
     FireElementResistPercent       = fireElementResistPercent;
     NeutralElementReduction        = neutralElementReduction;
     EarthElementReduction          = earthElementReduction;
     WaterElementReduction          = waterElementReduction;
     AirElementReduction            = airElementReduction;
     FireElementReduction           = fireElementReduction;
     PushDamageReduction            = pushDamageReduction;
     CriticalDamageReduction        = criticalDamageReduction;
     PvpNeutralElementResistPercent = pvpNeutralElementResistPercent;
     PvpEarthElementResistPercent   = pvpEarthElementResistPercent;
     PvpWaterElementResistPercent   = pvpWaterElementResistPercent;
     PvpAirElementResistPercent     = pvpAirElementResistPercent;
     PvpFireElementResistPercent    = pvpFireElementResistPercent;
     PvpNeutralElementReduction     = pvpNeutralElementReduction;
     PvpEarthElementReduction       = pvpEarthElementReduction;
     PvpWaterElementReduction       = pvpWaterElementReduction;
     PvpAirElementReduction         = pvpAirElementReduction;
     PvpFireElementReduction        = pvpFireElementReduction;
     MeleeDamageDonePercent         = meleeDamageDonePercent;
     MeleeDamageReceivedPercent     = meleeDamageReceivedPercent;
     RangedDamageDonePercent        = rangedDamageDonePercent;
     RangedDamageReceivedPercent    = rangedDamageReceivedPercent;
     WeaponDamageDonePercent        = weaponDamageDonePercent;
     WeaponDamageReceivedPercent    = weaponDamageReceivedPercent;
     SpellDamageDonePercent         = spellDamageDonePercent;
     SpellDamageReceivedPercent     = spellDamageReceivedPercent;
     SpellModifications             = spellModifications;
     ProbationTime                  = probationTime;
 }
Beispiel #4
0
 public CharacterSpellModification(byte modificationType, ushort spellId, CharacterBaseCharacteristic value)
 {
     ModificationType = modificationType;
     SpellId          = spellId;
     Value            = value;
 }
Beispiel #5
0
 public CharacterSpellModification(CharacterBaseCharacteristic value, byte modificationType, ushort spellId)
 {
     m_value            = value;
     m_modificationType = modificationType;
     m_spellId          = spellId;
 }