public static void HandleInventory(S_INVEN x)
        {
            if (!x.IsOpen) return;
            if (x.First && x.More) return;
            if (S_INVEN.GearItems == null) return;
            if (WindowManager.Dashboard.VM.CurrentCharacter == null) return;
            WindowManager.Dashboard.VM.CurrentCharacter.ClearGear();
            foreach (var tuple in S_INVEN.GearItems)
            {
                if (!InventoryManager.TryParseGear(tuple.Item1, out var parsedPiece)) continue;
                var i = new GearItem(tuple.Item1, parsedPiece.Item1, parsedPiece.Item2, tuple.Item2, tuple.Item3);
                WindowManager.Dashboard.VM.CurrentCharacter.Gear.Add(i);
            }


            WindowManager.Dashboard.VM.UpdateInventory();
            GroupWindowViewModel.Instance.UpdateMyGear();
            //88273 - 88285 L weapons
            //88286 - 88298 L armors
            //88299 - 88301 L gloves
            //88302 - 88304 L boots
            //88305 L belt

            //88306 - 88318 M weapons
            //88319 - 88331 M armors
            //88332 - 88334 M gloves
            //88335 - 88337 M boots
            //88338 M belt

            //88339 - 88351 H weapons
            //88352 - 88364 H armors
            //88365 - 88367 H gloves
            //88368 - 88370 H boots
            //88371 H belt

            //88372 - 88384 T weapons
            //88385 - 88397 T armors
            //88398 - 88400 T gloves
            //88401 - 88403 T boots
            //88404 T belt



            //88405 - 88407 L crit  set (neck/earr/ring)
            //88408 - 88410 L power set
            //88411 L circlet

            //88412 - 88414 M crit  set (neck/earr/ring)
            //88415 - 88417 M power set
            //88418 M circlet

            //88419 - 88421 H crit  set (neck/earr/ring)
            //88422 - 88424 H power set
            //88425 H circlet

            //88426 - 88428 T crit  set (neck/earr/ring)
            //88429 - 88431 T power set
            //88432 T circlet

        }
Example #2
0
        public static void HandleInventory(S_INVEN x)
        {
            if (!x.IsOpen)
            {
                return;
            }
            if (x.First && x.More)
            {
                return;
            }
            if (S_INVEN.Items == null)
            {
                return;
            }
            if (InfoWindowViewModel.Instance.CurrentCharacter == null)
            {
                return;
            }
            InfoWindowViewModel.Instance.CurrentCharacter.ClearGear();
            foreach (var tuple in S_INVEN.Items)
            {
                if (InventoryManager.TryParseGear(tuple.Item1, out var parsedPiece))
                {
                    var i = new GearItem(tuple.Item1, parsedPiece.Item1, parsedPiece.Item2, tuple.Item2, tuple.Item3);
                    Console.WriteLine($"Item: {i}");
                    InfoWindowViewModel.Instance.CurrentCharacter.Gear.Add(i);
                }
            }
            InfoWindowViewModel.Instance.SelectCharacter(InfoWindowViewModel.Instance.SelectedCharacter);
            InfoWindowViewModel.Instance.CurrentCharacter.ElleonMarks = S_INVEN.ElleonMarks;
            GroupWindowViewModel.Instance.UpdateMyGear();
            //88273 - 88285 L weapons
            //88286 - 88298 L armors
            //88299 - 88301 L gloves
            //88302 - 88304 L boots
            //88305 L belt

            //88306 - 88318 M weapons
            //88319 - 88331 M armors
            //88332 - 88334 M gloves
            //88335 - 88337 M boots
            //88338 M belt

            //88339 - 88351 H weapons
            //88352 - 88364 H armors
            //88365 - 88367 H gloves
            //88368 - 88370 H boots
            //88371 H belt

            //88372 - 88384 T weapons
            //88385 - 88397 T armors
            //88398 - 88400 T gloves
            //88401 - 88403 T boots
            //88404 T belt

            //88405 - 88407 L crit  set (neck/earr/ring)
            //88408 - 88410 L power set
            //88411 L circlet

            //88412 - 88414 M crit  set (neck/earr/ring)
            //88415 - 88417 M power set
            //88418 M circlet

            //88419 - 88421 H crit  set (neck/earr/ring)
            //88422 - 88424 H power set
            //88425 H circlet

            //88426 - 88428 T crit  set (neck/earr/ring)
            //88429 - 88431 T power set
            //88432 T circlet
        }
Example #3
0
        //public static void Debug(bool x)
        //{
        //    SessionManager.TryGetBossById(10, out Npc b);
        //    if (x)
        //    {
        //        b.CurrentHP = b.MaxHP/2;
        //    }
        //    else
        //    {
        //        b.CurrentHP = b.MaxHP;
        //    }

        //}
        //public static void DebugEnrage(bool e)
        //{
        //    SessionManager.TryGetBossById(10, out Npc b);

        //    b.Enraged = e;
        //    //EnragedChanged?.Invoke(10, e);

        //}

        public static void HandleInventory(S_INVEN x)
        {
            if (!x.IsOpen)
            {
                return;
            }
            //if (BuffBarWindowViewModel.Instance.Player.InfBuffs.Any(b => AbnormalityDatabase.NoctIds.Contains(b.Abnormality.Id))) return;
            //if (BuffBarWindowViewModel.Instance.Player.Buffs.Any(b => AbnormalityDatabase.BlueNoctIds.Contains(b.Abnormality.Id))) return;

            if (x.First && x.More)
            {
                return;
            }
            if (S_INVEN.Items == null)
            {
                return;
            }
            InfoWindowViewModel.Instance.CurrentCharacter.ClearGear();
            foreach (Tuple <uint, int, uint> tuple in S_INVEN.Items)
            {
                if (InventoryManager.TryParseGear(tuple.Item1, out Tuple <GearTier, GearPiece> parsedPiece))
                {
                    var i = new GearItem(tuple.Item1, parsedPiece.Item1, parsedPiece.Item2, tuple.Item2, tuple.Item3);
                    Console.WriteLine($"Item: {i}");
                    InfoWindowViewModel.Instance.CurrentCharacter.Gear.Add(i);
                }
            }
            InfoWindowViewModel.Instance.SelectCharacter(InfoWindowViewModel.Instance.SelectedCharacter);
            GroupWindowViewModel.Instance.UpdateMyGear();
            //88273 - 88285 L weapons
            //88286 - 88298 L armors
            //88299 - 88301 L gloves
            //88302 - 88304 L boots
            //88305 L belt

            //88306 - 88318 M weapons
            //88319 - 88331 M armors
            //88332 - 88334 M gloves
            //88335 - 88337 M boots
            //88338 M belt

            //88339 - 88351 H weapons
            //88352 - 88364 H armors
            //88365 - 88367 H gloves
            //88368 - 88370 H boots
            //88371 H belt

            //88372 - 88384 T weapons
            //88385 - 88397 T armors
            //88398 - 88400 T gloves
            //88401 - 88403 T boots
            //88404 T belt

            //88405 - 88407 L crit  set (neck/earr/ring)
            //88408 - 88410 L power set
            //88411 L circlet

            //88412 - 88414 M crit  set (neck/earr/ring)
            //88415 - 88417 M power set
            //88418 M circlet

            //88419 - 88421 H crit  set (neck/earr/ring)
            //88422 - 88424 H power set
            //88425 H circlet

            //88426 - 88428 T crit  set (neck/earr/ring)
            //88429 - 88431 T power set
            //88432 T circlet
        }
Example #4
0
        public override void Process()
        {
            S_SELECT_USER sSelectUser = new S_SELECT_USER();

            sSelectUser.Send(this.Connection);

            S_UPDATE_CONTENTS_ON_OFF sUpdateContentsOnOff1 = new S_UPDATE_CONTENTS_ON_OFF(2);

            sUpdateContentsOnOff1.Send(this.Connection);

            S_UPDATE_CONTENTS_ON_OFF sUpdateContentsOnOff2 = new S_UPDATE_CONTENTS_ON_OFF(3);

            sUpdateContentsOnOff2.Send(this.Connection);

            S_UPDATE_CONTENTS_ON_OFF sUpdateContentsOnOff3 = new S_UPDATE_CONTENTS_ON_OFF(4);

            sUpdateContentsOnOff3.Send(this.Connection);

            S_UPDATE_CONTENTS_ON_OFF sUpdateContentsOnOff4 = new S_UPDATE_CONTENTS_ON_OFF(8);

            sUpdateContentsOnOff4.Send(this.Connection);

            S_UPDATE_CONTENTS_ON_OFF sUpdateContentsOnOff5 = new S_UPDATE_CONTENTS_ON_OFF(9);

            sUpdateContentsOnOff5.Send(this.Connection);

            S_BROCAST_GUILD_FLAG sBrocastGuildFlag = new S_BROCAST_GUILD_FLAG();

            sBrocastGuildFlag.Send(this.Connection);

            if (this.Connection.player.GM == 1)
            {
                S_QA_SET_ADMIN_LEVEL sQaSetAdminLevel = new S_QA_SET_ADMIN_LEVEL();
                sQaSetAdminLevel.Send(this.Connection);
            }

            S_LOGIN sLogin = new S_LOGIN(this.Connection.player);

            sLogin.Send(this.Connection);

            S_SHOW_NPC_TO_MAP sShowNpcToMap = new S_SHOW_NPC_TO_MAP();

            sShowNpcToMap.Send(this.Connection);

            S_PLAYER_STAT_UPDATE sPlayerStatUpdate = new S_PLAYER_STAT_UPDATE(this.Connection.player);

            sPlayerStatUpdate.Send(this.Connection);

            S_INVEN sInven = new S_INVEN(this.Connection.player);

            sInven.Send(this.Connection);

            S_AVAILABLE_SOCIAL_LIST sAvailableSocialList = new S_AVAILABLE_SOCIAL_LIST();

            sAvailableSocialList.Send(this.Connection);

            S_CLEAR_QUEST_INFO sClearQuestInfo = new S_CLEAR_QUEST_INFO();

            sClearQuestInfo.Send(this.Connection);

            S_DAILY_QUEST_COMPLETE_COUNT sDailyQuestCompleteCount = new S_DAILY_QUEST_COMPLETE_COUNT();

            sDailyQuestCompleteCount.Send(this.Connection);

            S_COMPLETED_MISSION_INFO sCompletedMissionInfo = new S_COMPLETED_MISSION_INFO();

            sCompletedMissionInfo.Send(this.Connection);

            S_ARTISAN_SKILL_LIST sArtisanSkillList = new S_ARTISAN_SKILL_LIST();

            sArtisanSkillList.Send(this.Connection);

            S_ARTISAN_RECIPE_LIST sArtisanRecipeList = new S_ARTISAN_RECIPE_LIST();

            sArtisanRecipeList.Send(this.Connection);

            S_PET_INCUBATOR_INFO_CHANGE sPetIncubatorInfoChange = new S_PET_INCUBATOR_INFO_CHANGE();

            sPetIncubatorInfoChange.Send(this.Connection);

            S_MOVE_DISTANCE_DELTA sMoveDistanceDelta = new S_MOVE_DISTANCE_DELTA();

            sMoveDistanceDelta.Send(this.Connection);

            S_MY_DESCRIPTION sMyDescription = new S_MY_DESCRIPTION();

            sMyDescription.Send(this.Connection);

            S_F2P_PremiumUser_Permission sF2PPremiumUserPermission = new S_F2P_PremiumUser_Permission();

            sF2PPremiumUserPermission.Send(this.Connection);

            S_HUDDLE_ADDING sHuddleAdding = new S_HUDDLE_ADDING();

            sHuddleAdding.Send(this.Connection);

            S_MASSTIGE_STATUS sMasstigeStatus = new S_MASSTIGE_STATUS();

            sMasstigeStatus.Send(this.Connection);

            S_AVAILABLE_EVENT_MATCHING_LIST sAvailableEventMatchingList = new S_AVAILABLE_EVENT_MATCHING_LIST();

            sAvailableEventMatchingList.Send(this.Connection);

            S_CURRENT_ELECTION_STATE sCurrentElectionState = new S_CURRENT_ELECTION_STATE();

            sCurrentElectionState.Send(this.Connection);

            S_USER_ITEM_EQUIP_CHANGER sUserItemEquipChanger = new S_USER_ITEM_EQUIP_CHANGER(this.Connection.player.playerId);

            sUserItemEquipChanger.Send(this.Connection);

            S_FESTIVAL_LIST sFestivalList = new S_FESTIVAL_LIST();

            sFestivalList.Send(this.Connection);

            S_LOAD_TOPO sLoadTopo = new S_LOAD_TOPO(this.Connection.player);

            sLoadTopo.Send(this.Connection);

            S_LOAD_HINT sLoadHint = new S_LOAD_HINT();

            sLoadHint.Send(this.Connection);

            S_ACCOUNT_BENEFIT_LIST sAccountBenefitList = new S_ACCOUNT_BENEFIT_LIST(this.Connection.Account);

            sAccountBenefitList.Send(this.Connection);

            S_SEND_USER_PLAY_TIME sSendUserPlayTime = new S_SEND_USER_PLAY_TIME();

            sSendUserPlayTime.Send(this.Connection);

            S_UPDATE_NPCGUILD sUpdateNpcguild = new S_UPDATE_NPCGUILD(this.Connection.player);

            sUpdateNpcguild.Send(this.Connection);

            S_COMPLETED_MISSION_INFO sCompletedMissionInfo2 = new S_COMPLETED_MISSION_INFO();

            sCompletedMissionInfo2.Send(this.Connection);

            S_FATIGABILITY_POINT sFatigabilityPoint = new S_FATIGABILITY_POINT();

            sFatigabilityPoint.Send(this.Connection);

            S_LOAD_EP_INFO sLoadEpInfo = new S_LOAD_EP_INFO();

            sLoadEpInfo.Send(this.Connection);
        }