/// <summary>
        /// Envia a experiência.
        /// </summary>
        public void SendPlayerExp()
        {
            var buffer = GameNetwork.CreateMessage();

            buffer.Write((int)PacketList.GameServer_Client_PlayerExp);
            buffer.Write(Exp);
            GameNetwork.SendDataTo(Connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
Example #2
0
        public static void RemovePlayerOnMap(NetConnection connection, int playerID)
        {
            var buffer = GameNetwork.CreateMessage();

            buffer.Write((int)PacketList.GameServer_Client_RemovePlayerFromMap);
            buffer.Write(playerID);

            GameNetwork.SendDataTo(connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
Example #3
0
        public static void SendPlayerMapMove(NetConnection connection, int playerID, byte direction)
        {
            var buffer = GameNetwork.CreateMessage();

            buffer.Write((int)PacketList.GameServer_Client_PlayerMapMove);
            buffer.Write(playerID);
            buffer.Write(direction);

            GameNetwork.SendDataTo(connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
        /// <summary>
        /// Envia os atributos elementais
        /// </summary>
        public void SendPlayerElementalStats()
        {
            var buffer = GameNetwork.CreateMessage();

            buffer.Write((int)PacketList.GameServer_Client_PlayerElementalStats);
            buffer.Write(AttributeEarth);
            buffer.Write(AttributeFire);
            buffer.Write(AttributeWater);
            buffer.Write(AttributeWind);
            GameNetwork.SendDataTo(Connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
        /// <summary>
        /// Envia os atributos unicos
        /// </summary>
        public void SendPlayerUniqueStats()
        {
            var buffer = GameNetwork.CreateMessage();

            buffer.Write((int)PacketList.GameServer_Client_PlayerUniqueStats);
            buffer.Write(Concentration);
            buffer.Write(HealingPower);
            buffer.Write(Enmity);
            buffer.Write(DamageSuppression);
            GameNetwork.SendDataTo(Connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
        /// <summary>
        /// Envia as coordenadas e direção.
        /// </summary>
        public void SendPlayerLocation()
        {
            var buffer = GameNetwork.CreateMessage();

            buffer.Write((int)PacketList.GameServer_Client_PlayerLocation);
            buffer.Write(WorldID);
            buffer.Write(RegionID);
            buffer.Write(Direction);
            buffer.Write(PosX);
            buffer.Write(PosY);
            GameNetwork.SendDataTo(Connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
        /// <summary>
        /// Envia informações básicas.
        /// </summary>
        public void SendPlayerBasicData()
        {
            var buffer = GameNetwork.CreateMessage();

            buffer.Write((int)PacketList.GameServer_Client_PlayerData);
            buffer.Write(CharacterName);
            buffer.Write(Sprite);
            buffer.Write(Level);
            buffer.Write(Exp);
            buffer.Write(Points);
            GameNetwork.SendDataTo(Connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
        /// <summary>
        /// Envia os atributos magicos
        /// </summary>
        public void SendPlayerMagicStats()
        {
            var buffer = GameNetwork.CreateMessage();

            buffer.Write((int)PacketList.GameServer_Client_PlayerMagicalStats);
            buffer.Write(MagicAttack);
            buffer.Write(MagicAccuracy);
            buffer.Write(MagicDefense);
            buffer.Write(MagicResist);
            buffer.Write(MagicCriticalRate);
            buffer.Write(MagicCriticalDamage);
            buffer.Write(CastSpeed);
            GameNetwork.SendDataTo(Connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
Example #9
0
        public static void SendMapPlayer(NetConnection connection, int playerID, string name, short sprite, byte direction, short x, short y)
        {
            var buffer = GameNetwork.CreateMessage();

            buffer.Write((int)PacketList.GameServer_Client_GetMapPlayer);
            buffer.Write(playerID);
            buffer.Write(name);
            buffer.Write(sprite);
            buffer.Write(direction);
            buffer.Write(x);
            buffer.Write(y);

            GameNetwork.SendDataTo(connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
        /// <summary>
        /// Envia os atributos de resistencia
        /// </summary>
        public void SendPlayerResistStats()
        {
            var buffer = GameNetwork.CreateMessage();

            buffer.Write((int)PacketList.GameServer_Client_PlayerResistStats);
            buffer.Write(ResistStun);
            buffer.Write(ResistParalysis);
            buffer.Write(ResistBlind);
            buffer.Write(ResistSilence);
            buffer.Write(ResistCriticalRate);
            buffer.Write(ResistCriticalDamage);
            buffer.Write(ResistMagicCriticalRate);
            buffer.Write(ResistMagicCriticalDamage);
            GameNetwork.SendDataTo(Connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
        /// <summary>
        /// Envia os atributos.
        /// </summary>
        public void SendPlayerStats()
        {
            var buffer = GameNetwork.CreateMessage();

            buffer.Write((int)PacketList.GameServer_Client_PlayerStats);
            buffer.Write(Strenght);
            buffer.Write(Dexterity);
            buffer.Write(Agility);
            buffer.Write(Constitution);
            buffer.Write(Intelligence);
            buffer.Write(Wisdom);
            buffer.Write(Will);
            buffer.Write(Mind);
            buffer.Write(Charisma);
            GameNetwork.SendDataTo(Connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }
        /// <summary>
        /// Envia os atributos fisicos
        /// </summary>
        public void SendPlayerPhysicalStats()
        {
            var buffer = GameNetwork.CreateMessage();

            buffer.Write((int)PacketList.GameServer_Client_PlayerPhysicalStats);
            buffer.Write(Attack);
            buffer.Write(Accuracy);
            buffer.Write(Defense);
            buffer.Write(Evasion);
            buffer.Write(Block);
            buffer.Write(Parry);
            buffer.Write(CriticalRate);
            buffer.Write(CriticalDamage);
            buffer.Write(AttackSpeed);
            GameNetwork.SendDataTo(Connection, buffer, NetDeliveryMethod.ReliableOrdered);
        }