public static void HandlePlayerStatUpdate(S_PLAYER_STAT_UPDATE p)
        {
            SessionManager.CurrentPlayer.ItemLevel = p.Ilvl;
            SessionManager.CurrentPlayer.Level = p.Level;
            SessionManager.CurrentPlayer.CritFactor = p.BonusCritFactor;
            SessionManager.SetPlayerMaxHp(SessionManager.CurrentPlayer.EntityId, p.MaxHP);
            SessionManager.SetPlayerMaxMp(SessionManager.CurrentPlayer.EntityId, p.MaxMP);
            SessionManager.SetPlayerMaxSt(SessionManager.CurrentPlayer.EntityId, p.MaxST + p.BonusST);

            SessionManager.SetPlayerHp(p.CurrentHP);
            SessionManager.SetPlayerMp(SessionManager.CurrentPlayer.EntityId, p.CurrentMP);
            SessionManager.SetPlayerSt(SessionManager.CurrentPlayer.EntityId, p.CurrentST);

            WindowManager.Dashboard.VM.CurrentCharacter.ItemLevel = p.Ilvl;
            WindowManager.Dashboard.VM.CurrentCharacter.Level = p.Level;

            switch (SessionManager.CurrentPlayer.Class)
            {
                case Class.Warrior:
                    if (Settings.SettingsHolder.ClassWindowSettings.Enabled)
                        ((WarriorBarManager)ClassWindowViewModel.Instance.CurrentManager).EdgeCounter.Val = p.Edge;
                    break;
                case Class.Sorcerer:
                    SessionManager.SetSorcererElements(p.Fire, p.Ice, p.Arcane);
                    break;
            }

        }
Example #2
0
        public static void HandlePlayerStatUpdate(S_PLAYER_STAT_UPDATE p)
        {
            SessionManager.CurrentPlayer.ItemLevel             = p.Ilvl;
            SessionManager.CurrentPlayer.Level                 = p.Level;
            CharacterWindowViewModel.Instance.Player.ItemLevel = p.Ilvl;
            CharacterWindowViewModel.Instance.Player.Level     = p.Level;

            SessionManager.SetPlayerMaxHp(SessionManager.CurrentPlayer.EntityId, p.MaxHP);
            SessionManager.SetPlayerMaxMp(SessionManager.CurrentPlayer.EntityId, p.MaxMP);
            SessionManager.SetPlayerMaxSt(SessionManager.CurrentPlayer.EntityId, p.MaxST + p.BonusST);

            SessionManager.SetPlayerHp(p.CurrentHP);
            SessionManager.SetPlayerMp(SessionManager.CurrentPlayer.EntityId, p.CurrentMP);
            SessionManager.SetPlayerSt(SessionManager.CurrentPlayer.EntityId, p.CurrentST);

            if (!SettingsManager.ClassWindowSettings.Enabled)
            {
                return;
            }
            switch (SessionManager.CurrentPlayer.Class)
            {
            case Class.Warrior:
                ((WarriorBarManager)ClassWindowViewModel.Instance.CurrentManager).EdgeCounter.Val = p.Edge;
                break;
            }
        }
 public static void HandlePlayerStatUpdate(S_PLAYER_STAT_UPDATE p)
 {
     SessionManager.CurrentPlayer.MaxHP     = p.maxHp;
     SessionManager.CurrentPlayer.MaxMP     = p.maxMp;
     SessionManager.CurrentPlayer.MaxST     = p.maxRe + p.bonusRe;
     SessionManager.CurrentPlayer.ItemLevel = p.ilvl;
     SessionManager.CurrentPlayer.CurrentST = p.currRe;
     SessionManager.CurrentPlayer.CurrentHP = p.currHp;
     SessionManager.CurrentPlayer.CurrentMP = p.currMp;
 }
        // TODO: move these to Game?
        private void OnPlayerStatUpdate(S_PLAYER_STAT_UPDATE m)
        {
            Player.ItemLevel         = m.Ilvl;
            Player.Level             = m.Level;
            Player.CritFactor        = m.TotalCritFactor;
            Player.MaxHP             = m.MaxHP;
            Player.MaxMP             = m.MaxMP;
            Player.MaxST             = m.MaxST + m.BonusST;
            Player.CurrentHP         = m.CurrentHP;
            Player.CurrentMP         = m.CurrentMP;
            Player.CurrentST         = m.CurrentST;
            Player.MagicalResistance = m.TotalMagicalResistance;

            // moved to Game
            //if (Player.Class != Class.Sorcerer) return;
            //Player.Fire = m.Fire;
            //Player.Ice = m.Ice;
            //Player.Arcane = m.Arcane;
        }
Example #5
0
 public static void upDatePlayersThread()
 {
     while (true)
     {
         for (int i = 0; i < Communication.Network.Connection.Connections.Count; i++)
         {
             if (Communication.Network.Connection.Connections[i].player != null)
             {
                 Player player = Communication.Network.Connection.Connections[i].player;
                 if (player.playerStats.hp > 0)
                 {
                     player.updateStats();
                     S_PLAYER_STAT_UPDATE sPlayerStatUpdate = new S_PLAYER_STAT_UPDATE(player);
                     sPlayerStatUpdate.Send(Communication.Network.Connection.Connections[i]);
                 }
             }
         }
         Thread.Sleep(3000);
     }
 }
Example #6
0
 public void Update(S_PLAYER_STAT_UPDATE message)
 {
     RegisterSlaying(EntityTracker.MeterUser, message.Slaying, message.Time.Ticks);
 }
Example #7
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);
        }