Ejemplo n.º 1
0
        private void OnCreatePlayer(Packet packet)
        {
            var result = new Packet(Opcode.CREATEPLAYERRESULT);

            var name = packet.ReadString();
            var hdHash = packet.ReadString();
            var slot = packet.ReadInt32();
            var job = packet.ReadByte();
            var gender = packet.ReadByte();
            var hairMesh = packet.ReadByte();
            var hairColor = packet.ReadUInt32();
            var headMesh = packet.ReadByte();
            var city = packet.ReadInt32();
            var zodiacSign = packet.ReadInt32();
            var country = packet.ReadByte();
            var snCard = packet.ReadString();
            var cardType = packet.ReadInt32();
            var hdSerialNumber = packet.ReadString();
            var binAccount = packet.ReadString();
            var clothList = new int[5];
            for (var i = 0; i < 5; i++)
                clothList[i] = packet.ReadInt32();

            if (!Constants.CharacterCreationEnabled)
            {
                result.WriteInt32((int) Error.ERR_NOCREATE_ALL);
            }
            else if (Database.Characters.Any(c => c.Name == name))
            {
                result.WriteInt32((int) Error.ERR_PLAYER_EXIST);
            }
            else if (User.Characters.Count(c => !c.Deleted && !c.Blocked) > 3 || User.Characters.Count > 10 || User.Characters.Any(c => c.Slot == slot)) //TODO: Check items.
            {
                result.WriteInt32((int) Error.ERR_NOCREATE);
            }
            else
            {
                var character = new Character
                {
                    Name = name,
                    Slot = slot,
                    Job = job,
                    Gender = gender,
                    Appearance = new CharacterAppearance
                    {
                        HairMesh = hairMesh,
                        HairColor = (int) hairColor,
                        HeadMesh = headMesh
                    },
                    PersonalInformation = new PersonalInformation
                    {
                        City = city,
                        ZodiacSign = zodiacSign
                    },
                    Closet = new Closet()
                };

                for (var i = 0; i < 5; i++)
                {
                    if (clothList[i] == 0) continue;

                    character.Closet.Items.Add(new ClosetItem
                                                 {
                                                     ItemId = clothList[i],
                                                     Index = i + 1,
                                                     DateTime = DateTime.UtcNow,
                                                     Equipped = true
                                                 });
                }

                User.Characters.Add(character);

                User.AcceptedAgreement = true;

                Database.SaveChanges(); //TODO: Fix this, shouldn't do a full DB update for this...

                result.WriteInt32((int) Error.ERR_SUCCESS);

                Send(result);

                var playerSlot = new Packet(Opcode.PLAYERSLOT);

                playerSlot.WriteInt32(character.Slot);

                playerSlot.WriteString(character.Name);
                playerSlot.WriteInt32(character.Id);

                playerSlot.WriteInt32(character.WorldId);
                playerSlot.WriteByte(character.Gender);
                playerSlot.WritePosition(character.Position);

                playerSlot.WriteInt32(character.Level);
                playerSlot.WriteInt32(character.Job);

                playerSlot.WriteInt32(character.Stats.STR);
                playerSlot.WriteInt32(character.Stats.STA);
                playerSlot.WriteInt32(character.Stats.DEX);
                playerSlot.WriteInt32(character.Stats.INT);
                playerSlot.WriteInt32(character.Stats.SPI);

                playerSlot.WriteInt32(character.Appearance.HairMesh);
                playerSlot.WriteUInt32((uint) character.Appearance.HairColor);
                playerSlot.WriteInt32(character.Appearance.HeadMesh);

                playerSlot.WriteInt32(character.Blocked ? 1 : 0);
                playerSlot.WriteInt32(character.BlockTime);

                //TODO: Clean this up.

                var container = new ItemContainer<InventoryItem>(character, character.InventoryItems, (byte) Define.MAX_INVENTORY, (byte) Define.MAX_HUMAN_PARTS, Constants.InventorySlots);

                var equipmentItems = container.EquippedItems.ToList();

                playerSlot.WriteInt32(equipmentItems.Count); //TODO: Implement non-fashion items.

                //  for i = 1, count do
                //    parts = LAr:ReadByte(ar)
                //    item_id = LAr:ReadDword(ar)
                //    flag = LAr:ReadDword(ar)
                //    attr = LAr:ReadInt(ar)
                //  end

                foreach (var fashionItem in character.Closet.Items.Where(item => item.Equipped))
                    playerSlot.WriteInt32(fashionItem.ItemId);

                playerSlot.WriteInt32(User.Characters.Count(c => c.Deleted));

                Send(playerSlot);

                return;
            }

            Send(result);
        }
Ejemplo n.º 2
0
 /// <summary>
 /// Create a new Character object.
 /// </summary>
 /// <param name="id">Initial value of the Id property.</param>
 /// <param name="userId">Initial value of the UserId property.</param>
 /// <param name="name">Initial value of the Name property.</param>
 /// <param name="gender">Initial value of the Gender property.</param>
 /// <param name="job">Initial value of the Job property.</param>
 /// <param name="position">Initial value of the Position property.</param>
 /// <param name="stats">Initial value of the Stats property.</param>
 /// <param name="flyingStats">Initial value of the FlyingStats property.</param>
 /// <param name="appearance">Initial value of the Appearance property.</param>
 /// <param name="blocked">Initial value of the Blocked property.</param>
 /// <param name="slot">Initial value of the Slot property.</param>
 /// <param name="pKInfo">Initial value of the PKInfo property.</param>
 /// <param name="personalInformation">Initial value of the PersonalInformation property.</param>
 public static Character CreateCharacter(global::System.Int32 id, global::System.Int32 userId, global::System.String name, global::System.Byte gender, global::System.Byte job, Position position, Stats stats, FlyingStats flyingStats, CharacterAppearance appearance, global::System.Boolean blocked, global::System.Int32 slot, PKInfo pKInfo, PersonalInformation personalInformation)
 {
     Character character = new Character();
     character.Id = id;
     character.UserId = userId;
     character.Name = name;
     character.Gender = gender;
     character.Job = job;
     character.Position = StructuralObject.VerifyComplexObjectIsNotNull(position, "Position");
     character.Stats = StructuralObject.VerifyComplexObjectIsNotNull(stats, "Stats");
     character.FlyingStats = StructuralObject.VerifyComplexObjectIsNotNull(flyingStats, "FlyingStats");
     character.Appearance = StructuralObject.VerifyComplexObjectIsNotNull(appearance, "Appearance");
     character.Blocked = blocked;
     character.Slot = slot;
     character.PKInfo = StructuralObject.VerifyComplexObjectIsNotNull(pKInfo, "PKInfo");
     character.PersonalInformation = StructuralObject.VerifyComplexObjectIsNotNull(personalInformation, "PersonalInformation");
     return character;
 }
Ejemplo n.º 3
0
        private void WriteObjectData(Snapshot snapshot, Character character, bool full = false)
        {
            var checkValues = new Dictionary<string, int>
                              {
                                  {"base", 0x77777777},
                                  {"extend", 0x11111111},
                                  {"inventory", 0x22222222},
                                  {"taskbar", 0x33333333},
                                  {"quest", 0x44444444},
                                  {"messenger", 0x55555555},
                                  {"skill", 0x66666666},
                                  {"tbag", 0x7777777a},
                                  {"credit", 0x7777777b},
                                  {"faction", 0x7777777c},
                                  {"lover", 0x77777790},
                                  {"closet", 0x77777791},
                                  {"vessel", 0x77777792},
                                  {"hotkey", 0x77777793}
                              };

            snapshot.SetType(SnapshotType.ADDOBJ);
            snapshot.WriteUInt32(389); //85 01 00 00 (Object Type: Player)
            snapshot.WriteInt32(character.GetHashCode()); //2A 79 85 00 (Object Id) //TODO: Generate Id to support more entities.
            snapshot.WriteInt32(character.Id);
            snapshot.WriteByte(character.Gender);
            snapshot.WriteUInt32(character.Job);
            snapshot.WriteUInt32((uint) Authority.ADMINISTRATOR);
            snapshot.WriteUInt32(Constants.ServerId); //C0 0D 03 00 (Server Id)
            snapshot.WriteString(""); //00 00 (VIP Bar Name => ?)
            snapshot.WriteUInt32(12); //0C 00 00 00 (Index => ?)
            snapshot.WriteUInt32(0xFFFFFFFF); //FF FF FF FF (Link Id => ?)
            snapshot.WriteString(character.Name);
            snapshot.WriteInt16((short) character.PersonalInformation.ZodiacSign);
            snapshot.WriteInt16((short) character.PersonalInformation.City);
            snapshot.WriteByte((byte) character.Appearance.HairMesh);
            snapshot.WriteUInt32((uint) character.Appearance.HairColor);
            snapshot.WriteByte((byte) character.Appearance.HeadMesh);
            snapshot.WriteUInt32(0x7FFFFFFF); //FF FF FF 7F (Option => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Team Id)
            snapshot.WriteString(""); //00 00 (Vendor String => ?)
            snapshot.WriteInt32(character.PKInfo.Kills);
            snapshot.WriteInt32(character.PKInfo.Deaths);
            snapshot.WriteInt32(character.PKInfo.Fame);
            snapshot.WriteByte(character.PKInfo.PKMode);
            snapshot.WriteByte(character.PKInfo.PKName);
            snapshot.WriteInt32(character.PKInfo.GreyTime);
            snapshot.WriteUInt32((uint) character.PKInfo.ProtectionCooldownStart);
            snapshot.WriteUInt32(0); //00 00 00 00 (Is 'sf' => ?)
            snapshot.WritePosition(character.Position);
            snapshot.WriteUInt32(0x42A1C502); //02 C5 A1 42 (Angle => Yaw (Y)) -> float
            snapshot.WriteUInt32(0x00000000); //00 00 00 00 (Angle X => Pitch?) -> float
            snapshot.WriteUInt16((ushort) character.Scale); //64 00 (Player Scale)
            snapshot.WriteUInt16(9); //09 00 (Serialize State Length => ?)
            snapshot.WriteBytes(new byte[] {0x76, 0x31, 0x24, 0x32, 0x34, 0x2C, 0x24, 0x24, 0x24});
            //76 31 24 32 34 2C 24 24 24 (Serialize State Data => ?)

            var lowExperience = (int) (character.Experience << 31 >> 31);
            var highExperience = (int) (character.Experience >> 31);

            var streamData = new Dictionary<Define, int>
                             {
                                 {Define.HP, 100}, //HP
                                 {Define.MP, 100}, //MP
                                 {Define.MAXMP, 100},
                                 {Define.MAXHP, 100},
                                 {Define.SGOLD, character.Savings}, //储蓄 (savings, NPCs only)
                                 {Define.EP, lowExperience}, //Experience (low part)
                                 {Define.EP2, highExperience}, //Experience (high part)
                                 {Define.LV, character.Level}, //character level
                                 {Define.GOLD, character.SilverCoins}, //银币 (silver coins, regular money)
                                 {Define.VIT, 99999}, //???
                                 {Define.FLV, character.FlyingStats.Level}, //Flying Level
                                 {Define.FEP, character.FlyingStats.Experience},
                                 {Define.FHP, 600}, //Flying HP
                                 {Define.FMP, 450}, //Flying MP
                                 {Define.MOVE_SPEED, 6000}, //Movement speed (default: 6000)
                                 {Define.STR, character.Stats.STR}, //Strength
                                 {Define.STA, character.Stats.STA}, //Stamina
                                 {Define.INT, character.Stats.INT}, //Intelligence
                                 {Define.DEX, character.Stats.DEX}, //Dexterity
                                 {Define.SPI, character.Stats.SPI}, //Spirit
                                 {Define.GP, character.Stats.Available}, //Available stat points
                                 {Define.MONEY, User.GoldCoins}, //金币 (gold coins, credits)
                             };

            snapshot.WriteInt32(streamData.Count);

            foreach (var pair in streamData)
            {
                snapshot.WriteInt16((short) pair.Key);
                snapshot.WriteX(pair.Value);
            }

            snapshot.WriteByte(0); //00 00 00 00 (Stream Buff Size => ?)
            snapshot.WriteUInt32(0); //06 00 00 00 (Equipment Count)
            snapshot.WriteByte(0); //0C 00 00 00 (Ext. (?) Parameter Count)

            snapshot.WriteUInt32(0); //00 00 00 00 (Player Title Count)
            snapshot.WriteUInt32(8); //07 00 00 00 (Player Title Flag => ?)
            snapshot.WriteByte(0); //00 (Player Title Count => ?)

            snapshot.WriteByte(0); //00 (Player Kingdom Job => ?)
            snapshot.WriteByte(0); //00 (Player Kingdom Sub Job => ?)

            if (character.Family != null)
            {
                snapshot.WriteUInt32((uint) character.Family.Id); //00 00 00 00 (Family Id)
                snapshot.WriteString(character.Family.Name); //00 00 (Family Name)
                snapshot.WriteByte(0); //00 (Family Job)
                snapshot.WriteByte(0); //00 (Title Id => ?)
                snapshot.WriteInt32(character.Family.Popularity); //00 00 00 00 (Family Popularity)
                snapshot.WriteInt32(character.Family.Rank); //00 00 00 00 (Family Rank)
                snapshot.WriteByte(character.Family.Icon); //00 (Family Icon Id)
            }
            else
            {
                snapshot.WriteUInt32(0); //00 00 00 00 (Family Id)
                snapshot.WriteString(""); //00 00 (Family Name)
                snapshot.WriteByte(0); //00 (Family Job)
                snapshot.WriteByte(0); //00 (Title Id => ?)
                snapshot.WriteUInt32(0); //00 00 00 00 (Family Popularity)
                snapshot.WriteUInt32(0); //00 00 00 00 (Family Rank)
                snapshot.WriteByte(0); //00 (Family Icon Id)
            }

            var masterRelationship = character.MasterRelationship;
            if (masterRelationship != null)
            {
                snapshot.WriteString(masterRelationship.Master.Name); //00 00 (Master Name)
                snapshot.WriteString("Master Faction Name"); //00 00 (Master Faction Name => ?)
                snapshot.WriteString("Faction Name A"); //00 00 (Faction Name => ?)
                snapshot.WriteInt32(masterRelationship.Points); //00 00 00 00 (Close Points Master)
            }
            else
            {
                snapshot.WriteString("Master Name"); //00 00 (Master Name)
                snapshot.WriteString("Master Faction Name"); //00 00 (Master Faction Name => ?)
                snapshot.WriteString("Faction Name A"); //00 00 (Faction Name => ?)
                snapshot.WriteUInt32(0); //00 00 00 00 (Close Points Master)
            }

            snapshot.WriteUInt32(character.Level); //0C 00 00 00 (Safety Immunity => ?)

            snapshot.WriteByte(0); //00 (Lover Count)

            snapshot.WriteBoolean(true); //01 (Marriage System Enabled)
            snapshot.WriteByte(0); //00 (Marriage System Kind => ?)

            var equippedFashionItems = character.Closet.Items.Where(item => item.Equipped).ToList();

            snapshot.WriteInt32(equippedFashionItems.Count()); //05 00 00 00 (Show Count => Fashion Items?)
            foreach (var item in equippedFashionItems)
                snapshot.WriteInt32(item.ItemId);

            snapshot.WriteUInt32(1); //?? ?? ?? ?? (Vessel Refine Level => ?)
            snapshot.WriteUInt32(0); //?? ?? ?? ?? (Vessel Equip Index => ?)
            snapshot.WriteBoolean(false); //?? (Vessel Equipped => ?)

            snapshot.WriteByte((byte) (full ? 1 : 0));
            if (!full)
                return;

            snapshot.WriteInt32(checkValues["base"]); //77 77 77 77 (Data Check => Constant)

            snapshot.WriteUInt32(0); //00 00 00 00 (Pet ID)
            snapshot.WriteUInt32(0); //00 00 00 00 (Title Count)

            snapshot.WriteUInt32(2); //03 00 00 00 (Renown Title Count =>)
            snapshot.WriteUInt32(24000); //C0 5D 00 00 (Renown Title => ?)
            snapshot.WriteUInt32(26000); //90 65 00 00 (Renown Title => ?)
            //snapshot.WriteUInt32(22005); //F5 55 00 00 (Renown Title => ?)
            snapshot.WriteByte(0); //00 (Renown Title Host Count => ?)

            //Bag:
            InventoryItems.WriteData(snapshot);

            snapshot.WriteInt32(checkValues["inventory"]);

            //Quest Inventory:
            snapshot.WriteByte((byte) Define.MAX_INVENTORY); //m_item_max
            snapshot.WriteByte((byte) Define.MAX_INVENTORY); //m_index_num
            snapshot.WriteBytes(new byte[]
                                {
                                    0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D,
                                    0x0E, 0x0F, 0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B,
                                    0x1C, 0x1D, 0x1E, 0x1F, 0x20, 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29
                                }); //Slots?

            snapshot.WriteByte(0); //01  (Item Count)

            snapshot.WriteInt32(checkValues["tbag"]);

            WriteTaskBarItems(snapshot, character.TaskBarItems.Where(i => i.TaskBar == 1).ToList());
            WriteTaskBarItems(snapshot, character.TaskBarItems.Where(i => i.TaskBar == 3).ToList());
            snapshot.WriteInt32(0); //'right_ver' => Not used anymore?

            snapshot.WriteUInt32(4); //04 00 00 00 (Task Bar 'show_to_data' Count => ?)

            for (byte i = 1; i <= 4; i++)
                snapshot.WriteByte(i);

            snapshot.WriteUInt32(0); //00 00 00 00 (Task Bar Lock)

            snapshot.WriteInt32(checkValues["taskbar"]);

            snapshot.WriteUInt32(0); //03 00 00 00 (Skill Count)

            snapshot.WriteInt32(checkValues["skill"]);

            snapshot.WriteByte(1); //01 (Quest Change Flag => Always 1?)
            snapshot.WriteUInt32(0); //01 00 00 00 (Quest Count)
            snapshot.WriteInt32(0); //05 00 00 00 (Completed Quest Count)
            snapshot.WriteUInt16(0); //00 00 ('repeat_quest' => ?)

            snapshot.WriteInt32(checkValues["quest"]);

            snapshot.WriteUInt32(0); //00 00 00 00 ('my_state' => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 ('favor_value' => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 ('flower_count' => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Friend Count)
            snapshot.WriteUInt32(0); //00 00 00 00 (Blacklist Count)
            snapshot.WriteUInt32(0); //00 00 00 00 (Murderer Count)

            snapshot.WriteInt32(checkValues["messenger"]);

            snapshot.WriteBoolean(false); //00 (Faction Master Flag)
            snapshot.WriteUInt32(0); //00 00 00 00 (Faction Protege Count => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Faction Honor Points => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Faction Honor Points Total => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Faction Level Points => ?)
            snapshot.WriteBoolean(false); //00 (Faction Is Faction => ?)
            snapshot.WriteString("Faction Name B"); //00 00 (Faction Name)

            snapshot.WriteInt32(checkValues["faction"]);

            snapshot.WriteUInt32(0); //00 00 00 00 (Position Count => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Duels Won)
            snapshot.WriteUInt32(0); //00 00 00 00 (Duels Tied)
            snapshot.WriteUInt32(0); //00 00 00 00 (Duels Lost)
            snapshot.WriteUInt32(0); //00 00 00 00 (PKs Won)
            snapshot.WriteUInt32(0); //00 00 00 00 (Total PKs)
            snapshot.WriteUInt32(135); //87 00 00 00 ('adv' Stamina => ?)
            snapshot.WriteByte(1); //01 (Auto Assign => ?)

            snapshot.WriteByte(0); //00 (Credit Card Type => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Credit Card Limit => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Credit Card Current Limit => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Credit Card Recharge => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Credit Card 'Pay Recharge' => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Credit Card Preferential => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Credit Card One Day Consume => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Credit Card Total Consume => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Credit Card Last Consume Date => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Credit Card One Day Trade => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Credit Card Last Trade Date => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Credit Card Recharged Money => ?)
            snapshot.WriteUInt32(uint.MaxValue); //FF FF FF FF (Credit Card Trade Points => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Credit Card Recharge Reward => ?)

            snapshot.WriteInt32(checkValues["credit"]);

            snapshot.WriteByte(0); //00 (VIP Level Game => ?)
            snapshot.WriteByte(0); //00 (VIP Level GM => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (VIP Expiry Date => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Last Wage Time Game => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Last Wage Time GM => ?)

            snapshot.WriteByte(0); //00 (Equipment Attribute Stone STR Bonus => ?)
            snapshot.WriteByte(0); //00 (Equipment Attribute Stone DEX Bonus => ?)
            snapshot.WriteByte(0x2D); //2D (Equipment Attribute Stone STA Bonus => ?)
            snapshot.WriteByte(0x0A); //0A (Equipment Attribute Stone SPI Bonus => ?)
            snapshot.WriteByte(0x2D); //2D (Equipment Attribute Stone INT Bonus => ?)

            snapshot.WriteUInt32(0); //00 00 00 00 (Lovers Count)

            snapshot.WriteInt32(checkValues["lover"]);

            snapshot.WriteInt32(character.Closet.Capacity); //08 00 00 00 (Closet Capacity)
            snapshot.WriteInt32(character.Closet.Level); //01 00 00 00 (Closet Level)
            snapshot.WriteInt32(character.Closet.Items.Count); //00 00 00 00 (Fate Number => ?)

            foreach (var t in character.Closet.Items)
            {
                snapshot.WriteInt32(t.Index);
                snapshot.WriteInt32(t.ItemId);
                snapshot.WriteInt32(t.Level);
                snapshot.WriteInt32(t.Equipped ? 1 : 0);

                snapshot.WriteInt32(t.DateTime.GetUnixTimestamp());

                for (var j = 0; j < 15; j++)
                    snapshot.WriteInt32(0);
            }

            snapshot.WriteInt32(checkValues["closet"]);

            snapshot.WriteUInt32(1); //01 00 00 00 (Vessel Level => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Vessel Equip Slot => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Vessel Spirit => ?)
            snapshot.WriteUInt32(0); //00 00 00 00 (Vessel Battle => ?
            snapshot.WriteUInt32(0); //00 00 00 00 (Vessel Slots => ?)

            snapshot.WriteInt32(checkValues["vessel"]);

            var hotkeys = character.GetHotkeys();

            foreach (var hotkey in hotkeys)
            {
                snapshot.WriteInt32(hotkey.Item1);
                snapshot.WriteInt32(hotkey.Item2);
            }

            snapshot.WriteInt32(checkValues["hotkey"]);

            snapshot.WriteUInt32(7621499);
        }
Ejemplo n.º 4
0
 /// <summary>
 /// Deprecated Method for adding a new object to the Characters EntitySet. Consider using the .Add method of the associated ObjectSet&lt;T&gt; property instead.
 /// </summary>
 public void AddToCharacters(Character character)
 {
     base.AddObject("Characters", character);
 }