public void SkillExec()
        {
            List <PacketResponse>           brList  = new List <PacketResponse>();
            RecvBattleReportStartNotify     brStart = new RecvBattleReportStartNotify(_client.character.instanceId);
            RecvBattleReportEndNotify       brEnd   = new RecvBattleReportEndNotify();
            RecvBattleReportActionSkillExec brExec  =
                new RecvBattleReportActionSkillExec(_client.character.skillStartCast);

            brList.Add(brStart);
            brList.Add(brExec);
            brList.Add(brEnd);
            _server.router.Send(_client.map, brList);


            Task.Delay(TimeSpan.FromSeconds(_skillSetting.rigidityTime)).ContinueWith
                (t1 =>
            {
                //Make it so you can kinda see yourself
                _client.character.AddStateBit(CharacterState.InvulnerableForm);     //todo. fix stealth form
                RecvCharaNotifyStateflag myStateFlag = new RecvCharaNotifyStateflag(_client.character.instanceId, (ulong)_client.character.state);
                _server.router.Send(_client, myStateFlag.ToPacket());

                //make other players not able to see you
                _client.character.AddStateBit(CharacterState.InvisibleForm);
                RecvCharaNotifyStateflag stateFlag = new RecvCharaNotifyStateflag(_client.character.instanceId, (ulong)_client.character.state);
                _server.router.Send(_client.map, stateFlag, _client);
            }
                );


            //clear stealth after 10 seconds.   //ToDo  ,  change seconds to skills effective time.
            Task.Delay(TimeSpan.FromSeconds(_skillSetting.effectTime + _skillSetting.rigidityTime)).ContinueWith
                (t1 =>
            {
                _client.character.ClearStateBit(CharacterState.InvisibleForm);
                _client.character.ClearStateBit(CharacterState.InvulnerableForm);
                RecvCharaNotifyStateflag recvCharaNotifyStateflag = new RecvCharaNotifyStateflag(_client.character.instanceId, (ulong)_client.character.state);
                _server.router.Send(_client.map, recvCharaNotifyStateflag.ToPacket());
            }
                );

            //0bxxxxxxx1 - 1 Soul Form / 0 Normal  | (Soul form is Glowing with No armor)
            //0bxxxxxx1x - 1 Battle Pose / 0 Normal
            //0bxxxxx1xx - 1 Block Pose / 0 Normal | (for coming out of stealth while blocking)
            //0bxxxx1xxx - 1 transparent / 0 solid  | (stealth in party partial visibility)
            //0bxxx1xxxx -
            //0bxx1xxxxx - 1 invisible / 0 visible  | (Stealth to enemies)
            //0bx1xxxxxx - 1 blinking  / 0 solid    | (10  second invulnerability blinking)
            //0b1xxxxxxx -
        }
Example #2
0
        public void TriggerTrap(Trap trap, MonsterSpawn monster)
        {
            Logger.Debug(
                $"trap._name [{trap._name}] trap.InstanceId [{trap.InstanceId}] trap._skillEffectId [{trap._skillEffectId}] trap._triggerEffectId [{trap._triggerEffectId}]");
            NecClient client = _map.ClientLookup.GetByCharacterInstanceId(ownerInstanceId);

            if (client.Character.IsStealthed())
            {
                uint newState = client.Character.ClearStateBit(0x8);
                RecvCharaNotifyStateflag charState =
                    new RecvCharaNotifyStateflag(client.Character.InstanceId, newState);
                _server.Router.Send(client.Map, charState);
            }

            int damage = Util.GetRandomNumber(70, 90);
            RecvDataNotifyEoData eoTriggerData = new RecvDataNotifyEoData(trap.InstanceId, monster.InstanceId,
                                                                          trap._triggerEffectId, TrapPos, 2, 2);

            _server.Router.Send(_map, eoTriggerData);
            float perHp = (((float)monster.Hp.current / (float)monster.Hp.max) * 100);
            List <PacketResponse>            brList    = new List <PacketResponse>();
            RecvBattleReportStartNotify      brStart   = new RecvBattleReportStartNotify(ownerInstanceId);
            RecvBattleReportEndNotify        brEnd     = new RecvBattleReportEndNotify();
            RecvBattleReportActionAttackExec brAttack  = new RecvBattleReportActionAttackExec(trap._skillId);
            RecvBattleReportNotifyHitEffect  brHit     = new RecvBattleReportNotifyHitEffect(monster.InstanceId);
            RecvBattleReportPhyDamageHp      brPhyHp   = new RecvBattleReportPhyDamageHp(monster.InstanceId, damage);
            RecvObjectHpPerUpdateNotify      oHpUpdate = new RecvObjectHpPerUpdateNotify(monster.InstanceId, perHp);
            RecvBattleReportDamageHp         brHp      = new RecvBattleReportDamageHp(monster.InstanceId, damage);

            brList.Add(brStart);
            //brList.Add(brAttack);
            brList.Add(brHit);
            //brList.Add(brPhyHp);
            brList.Add(brHp);
            brList.Add(oHpUpdate);
            brList.Add(brEnd);
            _server.Router.Send(_map, brList);
            if (monster.GetAgroCharacter(ownerInstanceId))
            {
                monster.UpdateHP(-damage);
            }
            else
            {
                monster.UpdateHP(-damage, _server, true, ownerInstanceId);
            }
        }
Example #3
0
        public void SkillExec()
        {
            List <PacketResponse>           brList  = new List <PacketResponse>();
            RecvBattleReportStartNotify     brStart = new RecvBattleReportStartNotify(_client.Character.InstanceId);
            RecvBattleReportEndNotify       brEnd   = new RecvBattleReportEndNotify();
            RecvBattleReportActionSkillExec brExec  =
                new RecvBattleReportActionSkillExec(_client.Character.skillStartCast);

            brList.Add(brStart);
            brList.Add(brExec);
            brList.Add(brEnd);
            _server.Router.Send(_client.Map, brList);

            IBuffer res11 = BufferProvider.Provide();

            res11.WriteUInt32(_client.Character.InstanceId);

            uint newState = 0;

            if (_client.Character.IsStealthed())
            {
                newState = _client.Character.ClearStateBit(0x8);
                res11.WriteUInt32(newState);
            }
            else
            {
                newState = _client.Character.AddStateBit(0x8);
                res11.WriteUInt32(newState);
            }

            RecvCharaNotifyStateflag stateFlag = new RecvCharaNotifyStateflag(_client.Character.InstanceId, newState);

            _server.Router.Send(_client.Map, stateFlag);

            //0bxxxxxxx1 - 1 Soul Form / 0 Normal  | (Soul form is Glowing with No armor)
            //0bxxxxxx1x - 1 Battle Pose / 0 Normal
            //0bxxxxx1xx - 1 Block Pose / 0 Normal | (for coming out of stealth while blocking)
            //0bxxxx1xxx - 1 transparent / 0 solid  | (stealth in party partial visibility)
            //0bxxx1xxxx -
            //0bxx1xxxxx - 1 invisible / 0 visible  | (Stealth to enemies)
            //0bx1xxxxxx - 1 blinking  / 0 solid    | (10  second invulnerability blinking)
            //0b1xxxxxxx -
        }
Example #4
0
        private void ThiefSkill(NecClient client, int skillId, uint skillTarget)
        {
            int skillBase = skillId / 1000;

            if (client.character.IsStealthed() && skillBase != 114607)
            {
                client.character.ClearStateBit(CharacterState.StealthForm);
                RecvCharaNotifyStateflag charState =
                    new RecvCharaNotifyStateflag(client.character.instanceId, (uint)client.character.state);
                _server.router.Send(client.map, charState);
            }

            if (skillBase > 114300 && skillBase < 114399)
            {
                Trap(client, skillId);
                return;
            }

            if (skillBase == 114607)
            {
                Stealth(client, skillId);
                return;
            }

            if (skillTarget == 0)
            {
                _Logger.Debug($"Skill requires target!! [{skillId}]");
                int errorCode = -1311;
                RecvSkillStartCastR skillFail = new RecvSkillStartCastR(errorCode, 0);
                router.Send(skillFail, client);
                return;
            }

            ThiefSkill thiefSkill = new ThiefSkill(_server, client, skillId, skillTarget);

            server.instances.AssignInstance(thiefSkill);
            client.character.activeSkillInstance = thiefSkill.instanceId;
            thiefSkill.StartCast();
        }
Example #5
0
        private void OldBattleLogic(NecClient client, uint instanceId)
        {
            int   damage = 0;
            float perHp  = 100.0f;
            int   seed   = Util.GetRandomNumber(0, 20);

            if (seed < 2)
            {
                damage = Util.GetRandomNumber(1, 4); // Light hit
            }
            else if (seed < 19)
            {
                damage = Util.GetRandomNumber(16, 24); // Normal hit
            }
            else
            {
                damage = Util.GetRandomNumber(32, 48); // Critical hit
            }
            //stops the logic gate below if nothing is targeted.  This was because Rev 1 of battle logic only worked on targeted objects.  probably will go away with progress on 'area of affect' based melee
            if (instanceId == 0)
            {
                return;
            }

            IInstance instance = Server.Instances.GetInstance(instanceId);

            switch (instance)
            {
            case NpcSpawn npcSpawn:
                client.Map.NpcSpawns.TryGetValue(npcSpawn.InstanceId, out npcSpawn);
                {
                    double distanceToNPC = distance(npcSpawn.X, npcSpawn.Y, client.Character.X, client.Character.Y);
                    Logger.Debug(
                        $"NPC name [{npcSpawn.Name}] distanceToNPC [{distanceToNPC}] Radius [{npcSpawn.Radius}] {npcSpawn.Name}");
                    if (distanceToNPC > npcSpawn.Radius + 125)
                    {
                        //SendBattleReportEndNotify(client, instance);
                        return;
                    }

                    if (client.Character.criminalState < 1)
                    {
                        client.Character.criminalState = 1;
                        IBuffer res40 = BufferProvider.Provide();
                        res40.WriteUInt32(client.Character.InstanceId);
                        res40.WriteByte(client.Character.criminalState);

                        Logger.Debug(
                            $"Setting crime level for Character {client.Character.Name} to {client.Character.criminalState}");
                        Router.Send(client, (ushort)AreaPacketId.recv_chara_update_notify_crime_lv, res40,
                                    ServerType.Area);
                        Router.Send(client.Map, (ushort)AreaPacketId.recv_charabody_notify_crime_lv, res40,
                                    ServerType.Area, client);
                    }
                }
                break;

            case MonsterSpawn monsterSpawn:
                client.Map.MonsterSpawns.TryGetValue(monsterSpawn.InstanceId, out monsterSpawn);
                {
                    double distanceToMonster = distance(monsterSpawn.X, monsterSpawn.Y, client.Character.X,
                                                        client.Character.Y);
                    Logger.Debug(
                        $"monster name [{monsterSpawn.Name}] distanceToMonster [{distanceToMonster}] Radius [{monsterSpawn.Radius}] {monsterSpawn.Name}");
                    if (distanceToMonster > monsterSpawn.Radius + 125)
                    {
                        //SendBattleReportEndNotify(client, instance);
                        return;
                    }

                    if (monsterSpawn.GetAgroCharacter(client.Character.InstanceId))
                    {
                        monsterSpawn.UpdateHP(-damage);
                    }
                    else
                    {
                        monsterSpawn.UpdateHP(-damage, _server, true, client.Character.InstanceId);
                    }

                    if (client.Character.IsStealthed())
                    {
                        uint newState = client.Character.ClearStateBit(0x8);
                        RecvCharaNotifyStateflag charState =
                            new RecvCharaNotifyStateflag(client.Character.InstanceId, newState);
                        _server.Router.Send(client.Map, charState);
                    }

                    perHp = (float)monsterSpawn.Hp.current / monsterSpawn.Hp.max * 100;
                    Logger.Debug($"CurrentHp [{monsterSpawn.Hp.current}] MaxHp[{monsterSpawn.Hp.max}] perHp[{perHp}]");
                }
                break;

            case Character character:
                NecClient targetClient        = client.Map.ClientLookup.GetByCharacterInstanceId(instance.InstanceId);
                double    distanceToCharacter = distance(targetClient.Character.X, targetClient.Character.Y,
                                                         client.Character.X, client.Character.Y);
                Logger.Debug(
                    $"target Character name [{targetClient.Character.Name}] distanceToCharacter [{distanceToCharacter}] Radius { /*[{monsterSpawn.Radius}]*/" 125 "} {targetClient.Character.Name}");
                if (distanceToCharacter > /*targetClient.Character.Radius +*/ 125)
                {
                    //SendBattleReportEndNotify(client, instance);
                    return;
                }

                targetClient.Character.Hp.Modify(-damage, character.InstanceId);
                perHp = (float)targetClient.Character.Hp.current / targetClient.Character.Hp.max * 100;
                Logger.Debug(
                    $"CurrentHp [{targetClient.Character.Hp.current}] MaxHp[{targetClient.Character.Hp.max}] perHp[{perHp}]");
                RecvCharaUpdateHp cHpUpdate = new RecvCharaUpdateHp(targetClient.Character.Hp.current);
                _server.Router.Send(targetClient, cHpUpdate.ToPacket());

                //logic to turn characters to criminals on criminal actions.  possibly should move to character task.
                client.Character.criminalState += 1;
                if (client.Character.criminalState == 1 | client.Character.criminalState == 2 |
                    client.Character.criminalState == 3)
                {
                    IBuffer res40 = BufferProvider.Provide();
                    res40.WriteUInt32(client.Character.InstanceId);
                    res40.WriteByte(client.Character.criminalState);

                    Logger.Debug(
                        $"Setting crime level for Character {client.Character.Name} to {client.Character.criminalState}");
                    Router.Send(client, (ushort)AreaPacketId.recv_chara_update_notify_crime_lv, res40,
                                ServerType.Area);
                    Router.Send(client.Map, (ushort)AreaPacketId.recv_charabody_notify_crime_lv, res40,
                                ServerType.Area, client);
                }

                if (client.Character.criminalState > 255)
                {
                    client.Character.criminalState = 255;
                }

                break;

            default:
                Logger.Error($"Instance with InstanceId: {instance.InstanceId} does not exist");
                break;
            }

            List <PacketResponse>            brTargetList = new List <PacketResponse>();
            RecvBattleReportStartNotify      brStart      = new RecvBattleReportStartNotify(client.Character.InstanceId);
            RecvBattleReportEndNotify        brEnd        = new RecvBattleReportEndNotify();
            RecvBattleReportActionAttackExec brAttack     = new RecvBattleReportActionAttackExec((int)instance.InstanceId);
            RecvBattleReportNotifyHitEffect  brHit        = new RecvBattleReportNotifyHitEffect(instance.InstanceId);
            RecvBattleReportPhyDamageHp      brPhyHp      = new RecvBattleReportPhyDamageHp(instance.InstanceId, damage);
            RecvBattleReportDamageHp         brHp         = new RecvBattleReportDamageHp(instance.InstanceId, damage);
            RecvObjectHpPerUpdateNotify      oHpUpdate    = new RecvObjectHpPerUpdateNotify(instance.InstanceId, perHp);


            brTargetList.Add(brStart);
            brTargetList.Add(brAttack);
            brTargetList.Add(brHit);
            brTargetList.Add(brPhyHp);
            //brTargetList.Add(brHp);
            brTargetList.Add(oHpUpdate);
            brTargetList.Add(brEnd);
            Router.Send(client.Map, brTargetList);
        }
        public override void Handle(NecClient client, NecPacket packet)
        {
            _necClients = client.map.clientLookup.GetAll();
            //if (client.Character.soulFormState == 1)
            {
                client.character.state       = CharacterState.InvulnerableForm;
                client.character.hasDied     = false;
                client.character.hp.depleted = false;
                client.character.deadType    = 0;
                client.character.hp.ToMax();


                IBuffer res1 = BufferProvider.Provide();
                res1.WriteInt32(0); //Has to be 0 or else you DC
                res1.WriteUInt32(client.character.deadBodyInstanceId);
                res1.WriteUInt32(client.character.instanceId);
                router.Send(client, (ushort)AreaPacketId.recv_revive_init_r, res1, ServerType.Area);

                IBuffer res3 = BufferProvider.Provide();
                res3.WriteUInt32(client.character.deadBodyInstanceId);
                router.Send(client.map, (ushort)AreaPacketId.recv_object_disappear_notify, res3, ServerType.Area);

                res3 = BufferProvider.Provide();
                res3.WriteUInt32(client.character.instanceId);
                router.Send(client.map, (ushort)AreaPacketId.recv_object_disappear_notify, res3, ServerType.Area, client);


                RecvDataNotifyCharaData cData = new RecvDataNotifyCharaData(client.character, client.soul.name);
                router.Send(client.map, cData.ToPacket());


                //Disappear .. all the monsters, NPCs, and characters.  welcome to Life! it's less lonely
                foreach (NpcSpawn npcSpawn in client.map.npcSpawns.Values)
                {
                    RecvObjectDisappearNotify recvObjectDisappearNotify = new RecvObjectDisappearNotify(npcSpawn.instanceId);
                    router.Send(client, recvObjectDisappearNotify.ToPacket());
                }

                foreach (MonsterSpawn monsterSpawn in client.map.monsterSpawns.Values)
                {
                    RecvObjectDisappearNotify recvObjectDisappearNotify = new RecvObjectDisappearNotify(monsterSpawn.instanceId);
                    router.Send(client, recvObjectDisappearNotify.ToPacket());
                }

                foreach (NecClient client2 in _necClients)
                {
                    if (client2 == client)
                    {
                        continue;                    //Don't dissapear yourself ! that'd be bad news bears.
                    }
                    RecvObjectDisappearNotify recvObjectDisappearNotify = new RecvObjectDisappearNotify(client2.character.instanceId);
                    router.Send(client, recvObjectDisappearNotify.ToPacket());
                }

                List <PacketResponse>       brList  = new List <PacketResponse>();
                RecvBattleReportStartNotify brStart = new RecvBattleReportStartNotify(client.character.instanceId);
                RecvBattleReportNotifyRaise recvBattleReportNotifyRaise = new RecvBattleReportNotifyRaise(client.character.instanceId);
                RecvBattleReportEndNotify   brEnd = new RecvBattleReportEndNotify();

                brList.Add(brStart);
                brList.Add(recvBattleReportNotifyRaise);
                brList.Add(brEnd);
                router.Send(client.map, brList);
                RecvCharaUpdateMaxHp recvCharaUpdateMaxHp1 = new RecvCharaUpdateMaxHp(client.character.hp.max);
                router.Send(client, recvCharaUpdateMaxHp1.ToPacket());


                Task.Delay(TimeSpan.FromSeconds(3)).ContinueWith
                    (t1 =>
                {
                    RecvCharaUpdateHp cHpUpdate = new RecvCharaUpdateHp(client.character.hp.max);
                    router.Send(client, cHpUpdate.ToPacket());

                    //if you are not dead, do normal stuff.  else...  do dead person stuff
                    if (client.character.state != CharacterState.SoulForm)
                    {
                        foreach (NecClient otherClient in _necClients)
                        {
                            if (otherClient == client)
                            {
                                // skip myself
                                continue;
                            }
                            if (otherClient.character.state != CharacterState.SoulForm)
                            {
                                RecvDataNotifyCharaData otherCharacterData = new RecvDataNotifyCharaData(otherClient.character, otherClient.soul.name);
                                router.Send(otherCharacterData, client);
                            }

                            if (otherClient.union != null)
                            {
                                RecvDataNotifyUnionData otherUnionData = new RecvDataNotifyUnionData(otherClient.character, otherClient.union.name);
                                router.Send(otherUnionData, client);
                            }
                        }

                        foreach (MonsterSpawn monsterSpawn in client.map.monsterSpawns.Values)
                        {
                            RecvDataNotifyMonsterData monsterData = new RecvDataNotifyMonsterData(monsterSpawn);
                            router.Send(monsterData, client);
                        }

                        foreach (NpcSpawn npcSpawn in client.map.npcSpawns.Values)
                        {
                            if (npcSpawn.visibility != 2)     //2 is the magic number for soul state only.  make it an Enum some day
                            {
                                RecvDataNotifyNpcData npcData = new RecvDataNotifyNpcData(npcSpawn);
                                router.Send(npcData, client);
                            }
                        }

                        foreach (DeadBody deadBody in client.map.deadBodies.Values)
                        {
                            if (client.map.id.ToString()[0] != "1"[0])     //Don't Render dead bodies in town.  Town map ids all start with 1
                            {
                                RecvDataNotifyCharaBodyData deadBodyData = new RecvDataNotifyCharaBodyData(deadBody);
                                router.Send(deadBodyData, client);
                            }
                        }
                    }
                }
                    );
                Task.Delay(TimeSpan.FromSeconds(10)).ContinueWith
                    (t1 =>
                {
                    client.character.ClearStateBit(CharacterState.InvulnerableForm);
                    RecvCharaNotifyStateflag recvCharaNotifyStateflag = new RecvCharaNotifyStateflag(client.character.instanceId, (ulong)client.character.state);
                    router.Send(client.map, recvCharaNotifyStateflag.ToPacket());
                }
                    );
            }

            /*else if (client.Character.soulFormState == 0)
             * {
             *  IBuffer res1 = BufferProvider.Provide();
             *  res1.WriteInt32(client.Character.InstanceId); // ID
             *  res1.WriteInt32(100101); //100101, its the id to get the tombstone
             *  Router.Send(client, (ushort) AreaPacketId.recv_chara_notify_stateflag, res1, ServerType.Area);
             *
             *  IBuffer res = BufferProvider.Provide();
             *  res.WriteInt32(1); // 0 = sucess to revive, 1 = failed to revive
             *  Router.Send(client, (ushort) AreaPacketId.recv_raisescale_request_revive_r, res, ServerType.Area);
             *
             *  IBuffer res5 = BufferProvider.Provide();
             *  Router.Send(client, (ushort) AreaPacketId.recv_self_lost_notify, res5, ServerType.Area);
             * }*/

            if (client.map.deadBodies.ContainsKey(client.character.deadBodyInstanceId))
            {
                client.map.deadBodies.Remove(client.character.deadBodyInstanceId);
            }

            IBuffer res = BufferProvider.Provide();

            res.WriteInt32(0);                                                                                // 0 = sucess to revive, 1 = failed to revive
            router.Send(client, (ushort)AreaPacketId.recv_raisescale_request_revive_r, res, ServerType.Area); //responsible for camera movement

            IBuffer res7 = BufferProvider.Provide();

            res7.WriteByte(0);
            //router.Send(client, (ushort)AreaPacketId.recv_event_end, res7, ServerType.Area); //why is this needed? the script play ends the event
        }
Example #7
0
        public override void Handle(NecClient client, NecPacket packet)
        {
            IBuffer res = BufferProvider.Provide();

            res.WriteInt32(0); //error check. must be 0
            res.WriteByte(0);  //Bool - play cutscene. 1 yes, 0 no?  //to-do,  play a cutscene on first time map entry
            router.Send(client, (ushort)AreaPacketId.recv_map_enter_r, res, ServerType.Area);

            if (client.map.deadBodies.ContainsKey(client.character.deadBodyInstanceId))
            {
                _Logger.Debug($"found dead body of {client.character.name} already on map.  Hope you didn't lose your loot!");
                DeadBody deadBody = server.instances.GetInstance(client.character.deadBodyInstanceId) as DeadBody;
                deadBody.connectionState = 1;

                RecvCharaBodyNotifySpirit recvCharaBodyNotifySpirit = new RecvCharaBodyNotifySpirit(client.character.deadBodyInstanceId, (byte)RecvCharaBodyNotifySpirit.ValidSpirit.ConnectedClient);
                router.Send(client.map, recvCharaBodyNotifySpirit.ToPacket());
            }
            else if (client.character.state.HasFlag(CharacterState.SoulForm))
            {
                DeadBody deadBody = server.instances.GetInstance(client.character.deadBodyInstanceId) as DeadBody;
                deadBody.x                  = client.character.x;
                deadBody.y                  = client.character.y;
                deadBody.z                  = client.character.z;
                deadBody.heading            = client.character.heading;
                deadBody.beginnerProtection = (byte)client.character.beginnerProtection;
                deadBody.charaName          = client.character.name;
                deadBody.soulName           = client.soul.name;
                deadBody.equippedItems      = client.character.equippedItems;
                deadBody.raceId             = client.character.raceId;
                deadBody.sexId              = client.character.sexId;
                deadBody.hairId             = client.character.hairId;
                deadBody.hairColorId        = client.character.hairColorId;
                deadBody.faceId             = client.character.faceId;
                deadBody.faceArrangeId      = client.character.faceArrangeId;
                deadBody.voiceId            = client.character.voiceId;
                deadBody.level              = client.character.level;
                deadBody.classId            = client.character.classId;
                deadBody.equippedItems      = client.character.equippedItems;
                deadBody.connectionState    = 1;
                client.map.deadBodies.Add(deadBody.instanceId, deadBody);
                RecvDataNotifyCharaBodyData cBodyData = new RecvDataNotifyCharaBodyData(deadBody);
                if (client.map.id.ToString()[0] != "1"[0]) //Don't Render dead bodies in town.  Town map ids all start with 1
                {
                    router.Send(client.map, cBodyData.ToPacket(), client);
                }
                router.Send(client, cBodyData.ToPacket());
            }

            //Re-do all your stats
            ItemService itemService = new ItemService(client.character);

            router.Send(client, itemService.CalculateBattleStats(client));


            //added delay to prevent crash on map entry.
            Task.Delay(TimeSpan.FromSeconds(10)).ContinueWith
                (t1 =>
            {
                client.character.ClearStateBit(CharacterState.InvulnerableForm);

                RecvCharaNotifyStateflag recvCharaNotifyStateflag = new RecvCharaNotifyStateflag(client.character.instanceId, (ulong)client.character.state);
                router.Send(client.map, recvCharaNotifyStateflag.ToPacket());
            }
                );
        }