Example #1
0
 /// <summary>
 /// 
 /// </summary>
 /// <param name="character"></param>
 /// <param name="skill"></param>
 public override void UseWithSkill(CharacterEntity character, JobSkill skill)
 {
     switch(skill.Id)
     {
         case SkillIdEnum.SKILL_FOUILLER:
             StartUse(character);
             break;
     }
 }
Example #2
0
 /// <summary>
 /// 
 /// </summary>
 /// <param name="character"></param>
 /// <param name="skill"></param>
 public override void UseWithSkill(CharacterEntity character, JobSkill skill)
 {
     switch(skill.Id)
     {
         case SkillIdEnum.SKILL_USE_PHOENIX:
             ReleasePlayer(character);
             break;
     }
 }
 /// <summary>
 /// 
 /// </summary>
 /// <param name="character"></param>
 /// <param name="skill"></param>
 /// <param name="type"></param>
 public CraftPlanExchange(CharacterEntity character, CraftPlan plan, JobSkill skill, ExchangeTypeEnum type = ExchangeTypeEnum.EXCHANGE_CRAFTPLAN)
     : base(type)
 {
     m_caseItems = new Dictionary<long, int>();
     m_templateQuantity = new Dictionary<int, long>();
     m_plan = plan;
     Character = character;
     Skill = (CraftSkill)skill;
     Job = Character.CharacterJobs.GetJob(skill.Id);
     MaxCase = Job.CraftMaxCase;
 }
Example #4
0
        /// <summary>
        /// 
        /// </summary>
        /// <param name="character"></param>
        /// <param name="skill"></param>
        public override void UseWithSkill(CharacterEntity character, JobSkill skill)
        {
            if (!character.Waypoints.Any(waypoint => waypoint.MapId == Map.Id))
            {
                CharacterWaypointRepository.Instance.Create(character.Id, Map.Id);
                character.Dispatch(WorldMessage.INFORMATION_MESSAGE(InformationTypeEnum.INFO, InformationEnum.INFO_WAYPOINT_REGISTERED));
            }

            switch(skill.Id)
            {
                case SkillIdEnum.SKILL_SAUVEGARDER:
                    Save(character);
                    break;

                case SkillIdEnum.SKILL_UTILISER_ZAAP:
                    Use(character);
                    break;
            }
        }
Example #5
0
 /// <summary>
 /// 
 /// </summary>
 /// <param name="character"></param>
 /// <param name="skill"></param>
 public override void UseWithSkill(CharacterEntity character, JobSkill skill)
 {
     switch(skill.Id)
     {
         case SkillIdEnum.SKILL_SCIER:
         case SkillIdEnum.SKILL_COUDRE_UN_CHAPEAU:
         case SkillIdEnum.SKILL_COUDRE_UNE_CAPE:
         case SkillIdEnum.SKILL_CONFECTIONNER_UNE_CEINTURE:
         case SkillIdEnum.SKILL_CONFECTIONNER_DES_BOTTES:
         case SkillIdEnum.SKILL_CREER_UN_ANNEAU:
         case SkillIdEnum.SKILL_CREER_UNE_AMULETTE:
         case SkillIdEnum.SKILL_FORGER_UN_BOUCLIER:
         case SkillIdEnum.SKILL_FORGER_UNE_DAGUE:
         case SkillIdEnum.SKILL_FORGER_UNE_HACHE:
         case SkillIdEnum.SKILL_SCULPTER_UN_ARC:
         case SkillIdEnum.SKILL_SCULPTER_UNE_BAGUETTE:
         case SkillIdEnum.SKILL_SCULPTER_UN_BATON:
         case SkillIdEnum.SKILL_FORGER_UN_MARTEAU:
         case SkillIdEnum.SKILL_FORGER_UNE_FAUX:
         case SkillIdEnum.SKILL_FORGER_UNE_PIOCHE:
         case SkillIdEnum.SKILL_FORGER_UNE_EPEE:
         case SkillIdEnum.SKILL_COUDRE_UN_SAC:
         case SkillIdEnum.SKILL_FORGER_UNE_PELLE:
         case SkillIdEnum.SKILL_CUIRE_DU_PAIN:
         case SkillIdEnum.SKILL_EGRENER:
         case SkillIdEnum.SKILL_MOUDRE:
         case SkillIdEnum.SKILL_FONDRE:
         case SkillIdEnum.SKILL_POLIR_UNE_PIERRE:
         case SkillIdEnum.SKILL_PREPARER_UN_POISSON:
         case SkillIdEnum.SKILL_PREPARER_UNE_POTION:
         case SkillIdEnum.SKILL_PREPARER_UNE_VIANDE:
         case SkillIdEnum.SKILL_CONFECTIONNER_UNE_CLEF:
         case SkillIdEnum.SKILL_BRICOLER:
         case SkillIdEnum.SKILL_PREPARER:
         case SkillIdEnum.SKILL_VIDER_POISSON:
             Craft(character, skill);
             break;
     }
 }
 /// <summary>
 /// 
 /// </summary>
 /// <param name="plan"></param>
 /// <param name="skill"></param>
 public void CraftStart(CraftPlan plan, JobSkill skill)
 {
     CurrentAction = new GameCraftPlanExchangeAction(this, plan, skill);
     StartAction(GameActionTypeEnum.EXCHANGE);
 }
        /// <summary>
        /// 
        /// </summary>
        /// <param name="character"></param>
        /// <param name="skill"></param>
        public override void UseWithSkill(CharacterEntity character, JobSkill skill)
        {
            if (m_paddock == null)
            {
                base.UseWithSkill(character, skill);
            }
            else
            {
                switch (skill.Id)
                {
                    case SkillIdEnum.SKILL_ACCEDER:
                        Access(character);
                        break;

                    case SkillIdEnum.SKILL_ACHETER_ENCLOS:
                        Buy(character);
                        break;
                }
            }
        }
 /// <summary>
 /// 
 /// </summary>
 /// <param name="character"></param>
 /// <param name="plan"></param>
 /// <param name="skill"></param>
 public GameCraftPlanExchangeAction(CharacterEntity character, CraftPlan plan, JobSkill skill)
     : base(new CraftPlanExchange(character, plan, skill), character)
 {
 }
 /// <summary>
 /// 
 /// </summary>
 /// <param name="character"></param>
 /// <param name="skillId"></param>
 public virtual void UseWithSkill(CharacterEntity character, JobSkill skill)
 {
     character.Dispatch(WorldMessage.SERVER_INFO_MESSAGE("Interactive object not yet implemented."));
 }
Example #10
0
        /// <summary>
        /// 
        /// </summary>
        /// <param name="character"></param>
        /// <param name="skill"></param>
        private void Craft(CharacterEntity character, JobSkill skill)
        {
            character.CraftStart(this, skill);

            m_craftersCount++;

            UpdateFrame(FRAME_CRAFTING, FRAME_CRAFTING, true);
        }
 /// <summary>
 /// 
 /// </summary>
 /// <param name="character"></param>
 /// <param name="skill"></param>
 public override void UseWithSkill(CharacterEntity character, JobSkill skill)
 {
     switch (skill.Id)
     {
         case SkillIdEnum.SKILL_COUPER_BAMBOU:
         case SkillIdEnum.SKILL_COUPER_BAMBOUSACRE:
         case SkillIdEnum.SKILL_COUPER_BAMBOUSOMBRE:
         case SkillIdEnum.SKILL_COUPER_BOMBU:
         case SkillIdEnum.SKILL_COUPER_CHARME:
         case SkillIdEnum.SKILL_COUPER_CHATAIGNER:
         case SkillIdEnum.SKILL_COUPER_CHENE:
         case SkillIdEnum.SKILL_COUPER_EBENE:
         case SkillIdEnum.SKILL_COUPER_ERABLE:
         case SkillIdEnum.SKILL_COUPER_FRENE:
         case SkillIdEnum.SKILL_COUPER_IF:
         case SkillIdEnum.SKILL_COUPER_KALIPTUS:
         case SkillIdEnum.SKILL_COUPER_MERISIER:
         case SkillIdEnum.SKILL_COUPER_NOYER:
         case SkillIdEnum.SKILL_COUPER_OLIVIOLET:
         case SkillIdEnum.SKILL_COUPER_ORME:
         case SkillIdEnum.SKILL_PECHER_GOUJON:
         case SkillIdEnum.SKILL_PECHER_TRUITE:
         case SkillIdEnum.SKILL_PECHER_POISSONCHATON:
         case SkillIdEnum.SKILL_PECHER_BROCHET:
         case SkillIdEnum.SKILL_PECHER_GREUVETTE:
         case SkillIdEnum.SKILL_PECHER_CRABESOURIMI:
         case SkillIdEnum.SKILL_PECHER_POISSONPANE:
         case SkillIdEnum.SKILL_PECHER_SARDINEBRILLANTE:
         case SkillIdEnum.SKILL_PECHER_PICHONEUDCOMPET:
         case SkillIdEnum.SKILL_PECHER_KRALAMOURE:
         case SkillIdEnum.SKILL_PECHER_SARDINEBRILLANTE_1:
         case SkillIdEnum.SKILL_FAUCHER_BLE:
         case SkillIdEnum.SKILL_FAUCHER_HOUBLON:
         case SkillIdEnum.SKILL_FAUCHER_LIN:
         case SkillIdEnum.SKILL_FAUCHER_SEIGLE:
         case SkillIdEnum.SKILL_FAUCHER_ORGE:
         case SkillIdEnum.SKILL_FAUCHER_CHANVRE:
         case SkillIdEnum.SKILL_FAUCHER_AVOINE:
         case SkillIdEnum.SKILL_FAUCHER_MALT:
         case SkillIdEnum.SKILL_FAUCHER_RIZ:
         case SkillIdEnum.SKILL_CUEILLIR_LIN:
         case SkillIdEnum.SKILL_CUEILLIR_CHANVRE:
         case SkillIdEnum.SKILL_CUEILLIR_TREFLE:
         case SkillIdEnum.SKILL_CUEILLIR_MENTHE:
         case SkillIdEnum.SKILL_CUEILLIR_ORCHIDEE:
         case SkillIdEnum.SKILL_CUEILLIR_EDELWEISS:
         case SkillIdEnum.SKILL_CUEILLIR_PANDOUILLE:
         case SkillIdEnum.SKILL_COLLECTER_FER:
         case SkillIdEnum.SKILL_COLLECTER_CUIVRE:
         case SkillIdEnum.SKILL_COLLECTER_BRONZE:
         case SkillIdEnum.SKILL_COLLECTER_KOBALTE:
         case SkillIdEnum.SKILL_COLLECTER_ARGENT:
         case SkillIdEnum.SKILL_COLLECTER_OR:
         case SkillIdEnum.SKILL_COLLECTER_BAUXITE:
         case SkillIdEnum.SKILL_COLLECTER_ETAIN:
         case SkillIdEnum.SKILL_COLLECTER_MANGANESE:
         case SkillIdEnum.SKILL_COLLECTER_DOLOMITE:
         case SkillIdEnum.SKILL_COLLECTER_SILICATE:
             Harvest(character, skill.Id);
             break;
     }
 }