Example #1
0
File: Dye.cs Project: xKamuna/aura
		/// <summary>
		/// Handles usage of the skill, called once a part was selected.
		/// </summary>
		/// <param name="creature"></param>
		/// <param name="skill"></param>
		/// <param name="packet"></param>
		public void Use(Creature creature, Skill skill, Packet packet)
		{
			var part = packet.GetInt();

			if (packet.Peek() == PacketElementType.Short)
				this.UseRegular(creature, skill, packet, part);
			else if (packet.Peek() == PacketElementType.Byte)
				this.UseFixed(creature, skill, packet, part);
		}
Example #2
0
        public void Complete(Creature creature, Skill skill, Packet packet)
        {
            var part = packet.GetInt();

            if (creature.Skills.ActiveSkill != skill) return;
            if (creature.Temp.SkillItem1 == null || creature.Temp.SkillItem2 == null) return;

            creature.Skills.ActiveSkill = null;

            if (packet.Peek() == PacketElementType.Short)
                this.CompleteRegular(creature, packet, skill, part);
            else if (packet.Peek() == PacketElementType.Byte)
                this.CompleteFixed(creature, packet, skill, part);
        }
Example #3
0
File: Dye.cs Project: tkiapril/aura
		/// <summary>
		/// Handles usage of the skill, called once a part was selected.
		/// </summary>
		/// <param name="creature"></param>
		/// <param name="skill"></param>
		/// <param name="packet"></param>
		public void Use(Creature creature, Skill skill, Packet packet)
		{
			var part = packet.GetInt();

			switch (packet.Peek())
			{
				case PacketElementType.Short: this.UseRegular(creature, skill, packet, part); break;
				case PacketElementType.Byte: this.UseFixed(creature, skill, packet, part); break;
			}
		}
Example #4
0
		/// <summary>
		/// Uses WM, attacking targets.
		/// </summary>
		/// <param name="attacker"></param>
		/// <param name="skill"></param>
		/// <param name="packet"></param>
		public void Use(Creature attacker, Skill skill, Packet packet)
		{
			var targetAreaId = packet.GetLong();

			// There exists a seemingly rare case where these parameters
			// aren't sent.
			var unkInt1 = (packet.Peek() != PacketElementType.None ? packet.GetInt() : 0);
			var unkInt2 = (packet.Peek() != PacketElementType.None ? packet.GetInt() : 0);

			this.Use(attacker, skill, targetAreaId, unkInt1, unkInt2);
		}
Example #5
0
File: Dye.cs Project: tkiapril/aura
		/// <summary>
		/// Completes skill usage, called once the dyeing is completed.
		/// </summary>
		/// <param name="creature"></param>
		/// <param name="skill"></param>
		/// <param name="packet"></param>
		public void Complete(Creature creature, Skill skill, Packet packet)
		{
			var part = packet.GetInt();

			if (creature.Skills.ActiveSkill != skill)
				return;

			if (creature.Temp.SkillItem1 == null || creature.Temp.SkillItem2 == null)
				return;

			switch (packet.Peek())
			{
				case PacketElementType.Short: this.CompleteRegular(creature, packet, skill, part); break;
				case PacketElementType.Byte: this.CompleteFixed(creature, packet, skill, part); break;
			}
		}
Example #6
0
        /// <summary>
        /// Handles skill usage.
        /// </summary>
        /// <param name="creature"></param>
        /// <param name="skill"></param>
        /// <param name="packet"></param>
        public void Use(Creature creature, Skill skill, Packet packet)
        {
            var targetEntityId = packet.GetLong();

            // Similar to WM there is a case where these aren't sent.
            // Apparently this can happen if you activate the skill while
            // targetting an enemy.
            var unk1 = (packet.Peek() != PacketElementType.None ? packet.GetInt() : 0);
            var unk2 = (packet.Peek() != PacketElementType.None ? packet.GetInt() : 0);

            if (_cm == null)
                _cm = ChannelServer.Instance.SkillManager.GetHandler<CombatMastery>(SkillId.CombatMastery);

            // TODO: Check duration

            var attackResult = false;

            var target = creature.Region.GetCreature(targetEntityId);
            if (target != null && !creature.IsStunned && creature.CanTarget(target))
            {
                var pos = creature.GetPosition();
                var targetPos = target.GetPosition();
                var inRange = pos.InRange(targetPos, creature.AttackRangeFor(target));

                if (!inRange)
                {
                    var telePos = pos.GetRelative(targetPos, -creature.AttackRangeFor(target) + 100);

                    // Check teleport distance
                    if (pos.GetDistance(telePos) > skill.RankData.Var3 + 100)
                    {
                        Send.Notice(creature, "Out of range");
                    }
                    else
                    {
                        Send.Effect(creature, Effect.SilentMoveTeleport, targetEntityId, (byte)0);

                        creature.SetPosition(telePos.X, telePos.Y);
                        Send.SkillTeleport(creature, telePos.X, telePos.Y);

                        inRange = true;
                    }
                }

                if (inRange)
                    attackResult = (_cm.Use(creature, skill, targetEntityId) == CombatSkillResult.Okay);
            }

            Send.CombatAttackR(creature, attackResult);

            Send.SkillUse(creature, skill.Info.Id, targetEntityId, unk1, unk2);
        }