/// <summary> /// Initializes a new instance of the <see cref="CharacterQuestStatusTable"/> class. /// </summary> /// <param name="characterID">The initial value for the corresponding property.</param> /// <param name="completedOn">The initial value for the corresponding property.</param> /// <param name="questID">The initial value for the corresponding property.</param> /// <param name="startedOn">The initial value for the corresponding property.</param> public CharacterQuestStatusTable(CharacterID @characterID, DateTime? @completedOn, QuestID @questID, DateTime @startedOn) { CharacterID = @characterID; CompletedOn = @completedOn; QuestID = @questID; StartedOn = @startedOn; }
/// <summary> /// Initializes a new instance of the <see cref="GuildMemberTable"/> class. /// </summary> /// <param name="characterID">The initial value for the corresponding property.</param> /// <param name="guildID">The initial value for the corresponding property.</param> /// <param name="joined">The initial value for the corresponding property.</param> /// <param name="rank">The initial value for the corresponding property.</param> public GuildMemberTable(CharacterID @characterID, GuildID @guildID, DateTime @joined, GuildRank @rank) { CharacterID = @characterID; GuildID = @guildID; Joined = @joined; Rank = @rank; }
/// <summary> /// Initializes a new instance of the <see cref="QueryArgs"/> struct. /// </summary> /// <param name="characterID">The character ID.</param> /// <param name="questID">The quest ID.</param> /// <param name="characterTemplateID">The character template ID.</param> /// <param name="count">The count.</param> public QueryArgs(CharacterID characterID, QuestID questID, CharacterTemplateID characterTemplateID, ushort count) { _characterID = characterID; _questID = questID; _characterTemplateID = characterTemplateID; _count = count; }
public override string ToString() { return("ID: " + CharacterRelationshipID.ToString() + " CharacterID: " + CharacterID.ToString() + " RelationCharacterID: " + RelationCharacterID.ToString() + " RelationTypeID: " + RelationTypeID.ToString()); }
///TODO JLB Fix cPicture Save to use cUtilities /// <summary> /// Save an picture record to the database. Use this if you have a connection open. /// </summary> /// <param name="sUserUpdating">Name of the user who is saving the record.</param> public void Save(string sUserUpdating) { MethodBase lmth = MethodBase.GetCurrentMethod(); string lsRoutineName = lmth.DeclaringType + "." + lmth.Name; if (RecordStatus == RecordStatuses.Delete) { SortedList sParams = new SortedList(); sParams.Add("@CharacterItemID", ItemPictureID.ToString()); cUtilities.LoadDataTable("uspDelCHCharacterItem", sParams, "LARportal", "", lsRoutineName); } else { SortedList sParams = new SortedList(); sParams.Add("@CharacterItemID", ItemPictureID.ToString()); sParams.Add("@CharacterID", CharacterID.ToString()); sParams.Add("@ItemDescription", ItemDescription); sParams.Add("@ItemPictureID", ItemPictureID.ToString()); DataTable dtItem = new DataTable(); dtItem = cUtilities.LoadDataTable("uspInsUpdCHCharacterItems", sParams, "LARportal", "", lsRoutineName); foreach (DataRow dRow in dtItem.Rows) { int ItemID; if (int.TryParse(dRow["CharacterItemID"].ToString(), out ItemID)) { CharacterItemID = ItemID; } } } }
/// <summary> /// Initializes a new instance of the <see cref="WorldStatsGuildUserChangeTable"/> class. /// </summary> /// <param name="guildID">The initial value for the corresponding property.</param> /// <param name="iD">The initial value for the corresponding property.</param> /// <param name="userID">The initial value for the corresponding property.</param> /// <param name="when">The initial value for the corresponding property.</param> public WorldStatsGuildUserChangeTable(GuildID? @guildID, UInt32 @iD, CharacterID @userID, DateTime @when) { GuildID = @guildID; ID = @iD; UserID = @userID; When = @when; }
// TODO: Class is currently unused because displaying persistent Characters in the editor is not yet supported /// <summary> /// Initializes a new instance of the <see cref="EditorCharacter"/> class. /// </summary> /// <param name="table">The <see cref="ICharacterTable"/> describing the character.</param> /// <param name="map">The <see cref="Map"/> to place the character on.</param> /// <exception cref="ArgumentNullException"><paramref name="table" /> is <c>null</c>.</exception> /// <exception cref="ArgumentNullException"><paramref name="map" /> is <c>null</c>.</exception> public EditorCharacter(ICharacterTable table, EditorMap map) { if (table == null) { throw new ArgumentNullException("table"); } if (map == null) { throw new ArgumentNullException("map"); } _table = table; _characterID = table.ID; var dbController = DbControllerBase.GetInstance(); var charInfo = dbController.GetQuery <SelectCharacterByIDQuery>().Execute(_characterID); BodyID = charInfo.BodyID; Teleport(new Vector2(charInfo.RespawnX, charInfo.RespawnY)); Resize(BodyInfo.Size); Name = charInfo.Name; Initialize(map, SkeletonManager.Create(ContentPaths.Build)); }
public CharacterStats(CharacterID characterID, SaveData saveData) { this.characterID = characterID; this.saveData = saveData; loadData(); }
public int CompareTo(EsiAPITokenInfo other) { if (other == null) { throw new ArgumentNullException("other"); } return(CharacterID.CompareTo(other.CharacterID)); }
/// <summary> /// Initializes a new instance of the <see cref="CharacterQuestStatusKillsTable"/> class. /// </summary> /// <param name="characterID">The initial value for the corresponding property.</param> /// <param name="characterTemplateID">The initial value for the corresponding property.</param> /// <param name="count">The initial value for the corresponding property.</param> /// <param name="questID">The initial value for the corresponding property.</param> public CharacterQuestStatusKillsTable(CharacterID @characterID, CharacterTemplateID @characterTemplateID, UInt16 @count, QuestID @questID) { CharacterID = @characterID; CharacterTemplateID = @characterTemplateID; Count = @count; QuestID = @questID; }
/// <summary> /// Initializes a new instance of the <see cref="WorldStatsCountNpcKillUserTable"/> class. /// </summary> /// <param name="count">The initial value for the corresponding property.</param> /// <param name="lastUpdate">The initial value for the corresponding property.</param> /// <param name="nPCTemplateID">The initial value for the corresponding property.</param> /// <param name="userID">The initial value for the corresponding property.</param> public WorldStatsCountNpcKillUserTable(Int32 @count, DateTime @lastUpdate, CharacterTemplateID @nPCTemplateID, CharacterID @userID) { Count = @count; LastUpdate = @lastUpdate; NPCTemplateID = @nPCTemplateID; UserID = @userID; }
/// <summary> /// Initializes a new instance of the <see cref="WorldStatsCountUserConsumeItemTable"/> class. /// </summary> /// <param name="count">The initial value for the corresponding property.</param> /// <param name="itemTemplateID">The initial value for the corresponding property.</param> /// <param name="lastUpdate">The initial value for the corresponding property.</param> /// <param name="userID">The initial value for the corresponding property.</param> public WorldStatsCountUserConsumeItemTable(Int32 @count, ItemTemplateID @itemTemplateID, DateTime @lastUpdate, CharacterID @userID) { Count = @count; ItemTemplateID = @itemTemplateID; LastUpdate = @lastUpdate; UserID = @userID; }
/// <summary> /// Initializes a new instance of the <see cref="CharacterStatusEffectTable"/> class. /// </summary> /// <param name="characterID">The initial value for the corresponding property.</param> /// <param name="iD">The initial value for the corresponding property.</param> /// <param name="power">The initial value for the corresponding property.</param> /// <param name="statusEffect">The initial value for the corresponding property.</param> /// <param name="timeLeftSecs">The initial value for the corresponding property.</param> public CharacterStatusEffectTable(CharacterID @characterID, ActiveStatusEffectID @iD, UInt16 @power, StatusEffectType @statusEffect, UInt16 @timeLeftSecs) { CharacterID = @characterID; ID = @iD; Power = @power; StatusEffect = @statusEffect; TimeLeftSecs = @timeLeftSecs; }
public override int WriteTo(byte[] Buffer, int StartIndex = 0) { int cursor = StartIndex; cursor += base.WriteTo(Buffer, cursor); cursor += CharacterID.WriteTo(Buffer, cursor); return(cursor - StartIndex); }
/// <summary> /// Tagの名前が一致しているのもを1つ取得する /// </summary> /// <param name="tag"></param> /// <returns>見つからなければnullを返す</returns> public static GameObject Find(CharacterID tag) { find.AddRange(objTemp); find.AddRange(objList); GameObject find_obj = find.Find(obj => obj.Tag == tag); find.Clear(); return(find_obj); }
/// <summary> /// Tagの名前が一致しているすべてを取得する。 /// </summary> /// <param name="tag"></param> /// <returns>見つからなければ空のリストを返す</returns> public static List <GameObject> FindAll(CharacterID tag) { find.AddRange(objTemp); find.AddRange(objList); List <GameObject> find_list = find.FindAll(obj => obj.Tag == tag); find.Clear(); return(find_list); }
public void HandleOpenDialogueResponses() { currently_has_response_choice_open = true; DialogueLine current_dialogue_line = currently_running_dialogue.dialogue_lines[current_running_dialogue_current_line_index]; CharacterID line_speaker = current_dialogue_line.character_speaking_line; ClearAllSpeechBubblesExceptFromSpecificCharacter(line_speaker); scene_character_to_speech_bubble_controller_mapping[line_speaker].DisplayDialogueResponses(current_dialogue_line.available_responses); }
/// <summary> /// Initializes a new instance of the <see cref="WorldStatsUserConsumeItemTable"/> class. /// </summary> /// <param name="iD">The initial value for the corresponding property.</param> /// <param name="itemTemplateID">The initial value for the corresponding property.</param> /// <param name="mapID">The initial value for the corresponding property.</param> /// <param name="userID">The initial value for the corresponding property.</param> /// <param name="when">The initial value for the corresponding property.</param> /// <param name="x">The initial value for the corresponding property.</param> /// <param name="y">The initial value for the corresponding property.</param> public WorldStatsUserConsumeItemTable(UInt32 @iD, ItemTemplateID @itemTemplateID, MapID? @mapID, CharacterID @userID, DateTime @when, UInt16 @x, UInt16 @y) { ID = @iD; ItemTemplateID = @itemTemplateID; MapID = @mapID; UserID = @userID; When = @when; X = @x; Y = @y; }
/// <summary> /// Gets the quest statuses for a character. /// </summary> /// <param name="characterID">The ID of the character.</param> /// <returns>The quest statuses for the character with the given <paramref name="characterID"/>.</returns> static IEnumerable <KeyValuePair <IQuest <User>, IEnumerable <KeyValuePair <CharacterTemplateID, ushort> > > > LoadQuestStatuses( CharacterID characterID) { var values = _selectQuestStatusKillsQuery.Execute(characterID); return (values.Select( x => new KeyValuePair <IQuest <User>, IEnumerable <KeyValuePair <CharacterTemplateID, ushort> > >( _questManager.GetQuest(x.Key), x.Value))); }
/// <summary> /// Initializes a new instance of the <see cref="WorldStatsUserLevelTable"/> class. /// </summary> /// <param name="characterID">The initial value for the corresponding property.</param> /// <param name="iD">The initial value for the corresponding property.</param> /// <param name="level">The initial value for the corresponding property.</param> /// <param name="mapID">The initial value for the corresponding property.</param> /// <param name="when">The initial value for the corresponding property.</param> /// <param name="x">The initial value for the corresponding property.</param> /// <param name="y">The initial value for the corresponding property.</param> public WorldStatsUserLevelTable(CharacterID @characterID, UInt32 @iD, Byte @level, MapID? @mapID, DateTime @when, UInt16 @x, UInt16 @y) { CharacterID = @characterID; ID = @iD; Level = @level; MapID = @mapID; When = @when; X = @x; Y = @y; }
/// <summary> /// Tries to get the CharacterID for a Character in the UserAccount by the given index. /// </summary> /// <param name="index">The 0-based index of the CharacterID.</param> /// <param name="value">The CharacterID for the Character at the given <paramref name="index"/>.</param> /// <returns>True if the <paramref name="value"/> was successfully acquired; otherwise false.</returns> public bool TryGetCharacterID(byte index, out CharacterID value) { if (index < 0 || index >= _characterIDs.Count) { value = new CharacterID(0); return(false); } value = _characterIDs[index]; return(true); }
/// <summary> /// Initializes a new instance of the <see cref="WorldStatsQuestCancelTable"/> class. /// </summary> /// <param name="iD">The initial value for the corresponding property.</param> /// <param name="mapID">The initial value for the corresponding property.</param> /// <param name="questID">The initial value for the corresponding property.</param> /// <param name="userID">The initial value for the corresponding property.</param> /// <param name="when">The initial value for the corresponding property.</param> /// <param name="x">The initial value for the corresponding property.</param> /// <param name="y">The initial value for the corresponding property.</param> public WorldStatsQuestCancelTable(UInt32 @iD, MapID? @mapID, QuestID @questID, CharacterID @userID, DateTime @when, UInt16 @x, UInt16 @y) { ID = @iD; MapID = @mapID; QuestID = @questID; UserID = @userID; When = @when; X = @x; Y = @y; }
public Character(CharacterID charcterID, string name, Vector2 position, float radius, GameManager gameManager, ICharacterMediator mediator) { this.characterID = charcterID; this.name = name; this.position = position; this.radius = radius; this.gameManager = gameManager; this.mediator = mediator; this.renderer = gameManager.GetRenderer(); }
/// <summary> /// Initializes a new instance of the <see cref="QueryArgs"/> struct. /// </summary> /// <param name="guildID">The guild ID.</param> /// <param name="charID">The char ID.</param> /// <param name="targetID">The target char ID.</param> /// <param name="eventID">The event ID.</param> /// <param name="arg0">The arg0.</param> /// <param name="arg1">The arg1.</param> /// <param name="arg2">The arg2.</param> public QueryArgs(GuildID guildID, CharacterID charID, CharacterID?targetID, byte eventID, string arg0, string arg1, string arg2) { GuildID = guildID; CharacterID = charID; TargetID = targetID; EventID = eventID; Arg0 = arg0; Arg1 = arg1; Arg2 = arg2; }
/// <summary> /// 全て /// </summary> /// <param name="name">画像の名前</param> /// <param name="position">centerPosを中心(0,0)にした座標</param> /// <param name="color">画像の色を変える</param> /// <param name="centerPos">画像自体の中心座標,(0,0)は画像の左上</param> /// <param name="scale">画像の大きさ 1.0 = 100%</param> /// <param name="rectangle">nullなら区切らず画像をそのまま表示</param> /// <param name="angle">回転角度(度数法)</param> /// <param name="effect">画像の上下反転</param> public DrawStruct(CharacterID textureName, Vector2 position, Color color, Vector2 centerPos, Vector2 scale, Rectangle?rectangle = null, float angle = 0.0f, float alpha = 1.0f, SpriteEffects effect = SpriteEffects.None) { this.textureName = textureName; this.position = position; this.rectangle = rectangle; this.color = color; this.angle = angle; this.centerPos = centerPos; this.scale = scale; this.alpha = alpha; this.effect = effect; }
public void HandleSelectingDialogueResponse() { currently_has_response_choice_open = false; DialogueLine current_dialogue_line = currently_running_dialogue.dialogue_lines[current_running_dialogue_current_line_index]; CharacterID line_speaker = current_dialogue_line.character_speaking_line; int selected_response_index = scene_character_to_speech_bubble_controller_mapping[line_speaker].current_dialogue_response_index; DialogueResponse selected_response = current_dialogue_line.available_responses[selected_response_index]; HandleDialogueLineByIndex(selected_response.next_dialogue_line_index); }
public void HandleDialogueLineByIndex(int index) { current_running_dialogue_current_line_index = index; DialogueLine current_dialogue_line = currently_running_dialogue.dialogue_lines[current_running_dialogue_current_line_index]; CharacterID line_speaker = current_dialogue_line.character_speaking_line; current_running_dialogue_next_line_index = current_dialogue_line.next_dialogue_line_index; ClearAllSpeechBubblesExceptFromSpecificCharacter(line_speaker); scene_character_to_speech_bubble_controller_mapping[line_speaker].DisplayDialogueLine(current_dialogue_line); }
/// <summary> /// Initializes a new instance of the <see cref="GuildEventTable"/> class. /// </summary> /// <param name="arg0">The initial value for the corresponding property.</param> /// <param name="arg1">The initial value for the corresponding property.</param> /// <param name="arg2">The initial value for the corresponding property.</param> /// <param name="characterID">The initial value for the corresponding property.</param> /// <param name="created">The initial value for the corresponding property.</param> /// <param name="eventID">The initial value for the corresponding property.</param> /// <param name="guildID">The initial value for the corresponding property.</param> /// <param name="iD">The initial value for the corresponding property.</param> /// <param name="targetCharacterID">The initial value for the corresponding property.</param> public GuildEventTable(String @arg0, String @arg1, String @arg2, CharacterID @characterID, DateTime @created, Byte @eventID, GuildID @guildID, Int32 @iD, CharacterID? @targetCharacterID) { Arg0 = @arg0; Arg1 = @arg1; Arg2 = @arg2; CharacterID = @characterID; Created = @created; EventID = @eventID; GuildID = @guildID; ID = @iD; TargetCharacterID = @targetCharacterID; }
public void ClearAllSpeechBubblesExceptFromSpecificCharacter(CharacterID character_to_exclude_from_clearing) { foreach (CharacterID id in System.Enum.GetValues(typeof(CharacterID))) { if (id != character_to_exclude_from_clearing) { if (scene_character_to_speech_bubble_controller_mapping[id].is_displaying) { scene_character_to_speech_bubble_controller_mapping[id].ClearSpeechBubble(); } } } }
/// <summary> /// Loads and sets the User being used by this account. /// </summary> /// <param name="world">The World that the User will be part of.</param> /// <param name="characterID">The CharacterID of the user to use.</param> public void SetUser(World world, CharacterID characterID) { ThreadAsserts.IsMainThread(); // Make sure the user is not already set if (User != null) { const string errmsg = "Cannot use SetUser when the User is not null."; Debug.Fail(errmsg); if (log.IsErrorEnabled) { log.Error(errmsg); } return; } // Make sure the CharacterID is an ID of a character belonging to this UserAccount if (!_characterIDs.Contains(characterID)) { const string errmsg = "Cannot use CharacterID `{0}` - that character does not belong to this UserAccount."; Debug.Fail(string.Format(errmsg, characterID)); if (log.IsErrorEnabled) { log.ErrorFormat(errmsg, characterID); } return; } // Load the User try { _user = new User(this, world, characterID); } catch (Exception ex) { const string errmsg = "Failed to create user with ID `{0}`. Exception: {1}"; if (log.IsErrorEnabled) { log.ErrorFormat(errmsg, characterID, ex); } Debug.Fail(string.Format(errmsg, characterID, ex)); Dispose(); return; } if (log.IsInfoEnabled) { log.InfoFormat("Set User `{0}` on account `{1}`.", _user, this); } }
public static CharacterType GetTypeByID(CharacterID typeid) { String path = Properties.Settings.Default.demonsPath; switch (typeid) { case CharacterID.Player: return new CharacterType((int)CharacterID.Player, System.IO.Path.Combine(path, @"characters\dann.png"), 1.5f); case CharacterID.Tree: return new CharacterType((int)CharacterID.Tree, System.IO.Path.Combine(path, @"characters\arvore1.png"), 1, 60, 80); default: throw new InvalidCharacterTypeException(); } }
// TODO: Class is currently unused because displaying persistent Characters in the editor is not yet supported /// <summary> /// Initializes a new instance of the <see cref="EditorCharacter"/> class. /// </summary> /// <param name="table">The <see cref="ICharacterTable"/> describing the character.</param> /// <param name="map">The <see cref="Map"/> to place the character on.</param> /// <exception cref="ArgumentNullException"><paramref name="table" /> is <c>null</c>.</exception> /// <exception cref="ArgumentNullException"><paramref name="map" /> is <c>null</c>.</exception> public EditorCharacter(ICharacterTable table, EditorMap map) { if (table == null) throw new ArgumentNullException("table"); if (map == null) throw new ArgumentNullException("map"); _table = table; _characterID = table.ID; var dbController = DbControllerBase.GetInstance(); var charInfo = dbController.GetQuery<SelectCharacterByIDQuery>().Execute(_characterID); BodyID = charInfo.BodyID; Teleport(new Vector2(charInfo.RespawnX, charInfo.RespawnY)); Resize(BodyInfo.Size); Name = charInfo.Name; Initialize(map, SkeletonManager.Create(ContentPaths.Build)); }
/// <summary> /// Creates an <see cref="Action{T}"/> needed for the <see cref="GuildMemberPerformer"/> to save the guild /// state of a <see cref="IGuildMember"/>. /// </summary> /// <param name="dbController"></param> /// <returns></returns> static Action<IGuildMember> GetSaveHandler(IDbController dbController) { var replaceQuery = dbController.GetQuery<InsertGuildMemberQuery>(); var deleteQuery = dbController.GetQuery<DeleteGuildMemberQuery>(); return delegate(IGuildMember target) { if (target.Guild == null) { var id = new CharacterID(target.ID); deleteQuery.Execute(id); } else { var id = new CharacterID(target.ID); var guildID = target.Guild.ID; var rank = target.GuildRank; var args = new InsertGuildMemberQuery.QueryArgs(id, guildID, rank); replaceQuery.Execute(args); } }; }
public static uint FindClosestReferenceOfType(CharacterID ID, float X, float Y, float Z, float Radius) { return FindClosestReferenceOfType((long)ID, X, Y, Z, Radius); }
/// <summary> /// Tries to get the CharacterID for a Character in the UserAccount by the given index. /// </summary> /// <param name="index">The 0-based index of the CharacterID.</param> /// <param name="value">The CharacterID for the Character at the given <paramref name="index"/>.</param> /// <returns>True if the <paramref name="value"/> was successfully acquired; otherwise false.</returns> public bool TryGetCharacterID(byte index, out CharacterID value) { if (index < 0 || index >= _characterIDs.Count) { value = new CharacterID(0); return false; } value = _characterIDs[index]; return true; }
/// <summary> /// Initializes a new instance of the <see cref="WorldStatsUserShoppingTable"/> class. /// </summary> /// <param name="amount">The initial value for the corresponding property.</param> /// <param name="characterID">The initial value for the corresponding property.</param> /// <param name="cost">The initial value for the corresponding property.</param> /// <param name="iD">The initial value for the corresponding property.</param> /// <param name="itemTemplateID">The initial value for the corresponding property.</param> /// <param name="mapID">The initial value for the corresponding property.</param> /// <param name="saleType">The initial value for the corresponding property.</param> /// <param name="shopID">The initial value for the corresponding property.</param> /// <param name="when">The initial value for the corresponding property.</param> /// <param name="x">The initial value for the corresponding property.</param> /// <param name="y">The initial value for the corresponding property.</param> public WorldStatsUserShoppingTable(Byte @amount, CharacterID @characterID, Int32 @cost, UInt32 @iD, ItemTemplateID? @itemTemplateID, MapID? @mapID, SByte @saleType, ShopID @shopID, DateTime @when, UInt16 @x, UInt16 @y) { Amount = @amount; CharacterID = @characterID; Cost = @cost; ID = @iD; ItemTemplateID = @itemTemplateID; MapID = @mapID; SaleType = @saleType; ShopID = @shopID; When = @when; X = @x; Y = @y; }
/// <summary> /// Initializes a new instance of the <see cref="CharacterTable"/> class. /// </summary> /// <param name="aIID">The initial value for the corresponding property.</param> /// <param name="bodyID">The initial value for the corresponding property.</param> /// <param name="cash">The initial value for the corresponding property.</param> /// <param name="characterTemplateID">The initial value for the corresponding property.</param> /// <param name="chatDialog">The initial value for the corresponding property.</param> /// <param name="exp">The initial value for the corresponding property.</param> /// <param name="hP">The initial value for the corresponding property.</param> /// <param name="iD">The initial value for the corresponding property.</param> /// <param name="level">The initial value for the corresponding property.</param> /// <param name="loadMapID">The initial value for the corresponding property.</param> /// <param name="loadX">The initial value for the corresponding property.</param> /// <param name="loadY">The initial value for the corresponding property.</param> /// <param name="moveSpeed">The initial value for the corresponding property.</param> /// <param name="mP">The initial value for the corresponding property.</param> /// <param name="name">The initial value for the corresponding property.</param> /// <param name="respawnMapID">The initial value for the corresponding property.</param> /// <param name="respawnX">The initial value for the corresponding property.</param> /// <param name="respawnY">The initial value for the corresponding property.</param> /// <param name="shopID">The initial value for the corresponding property.</param> /// <param name="statPoints">The initial value for the corresponding property.</param> /// <param name="statAgi">The initial value for the corresponding property.</param> /// <param name="statDefence">The initial value for the corresponding property.</param> /// <param name="statInt">The initial value for the corresponding property.</param> /// <param name="statMaxhit">The initial value for the corresponding property.</param> /// <param name="statMaxhp">The initial value for the corresponding property.</param> /// <param name="statMaxmp">The initial value for the corresponding property.</param> /// <param name="statMinhit">The initial value for the corresponding property.</param> /// <param name="statStr">The initial value for the corresponding property.</param> public CharacterTable(AIID? @aIID, BodyID @bodyID, Int32 @cash, CharacterTemplateID? @characterTemplateID, NPCChatDialogID? @chatDialog, Int32 @exp, SPValueType @hP, CharacterID @iD, Byte @level, MapID @loadMapID, UInt16 @loadX, UInt16 @loadY, UInt16 @moveSpeed, SPValueType @mP, String @name, MapID? @respawnMapID, Single @respawnX, Single @respawnY, ShopID? @shopID, Int32 @statPoints, Int16 @statAgi, Int16 @statDefence, Int16 @statInt, Int16 @statMaxhit, Int16 @statMaxhp, Int16 @statMaxmp, Int16 @statMinhit, Int16 @statStr) { AIID = @aIID; BodyID = @bodyID; Cash = @cash; CharacterTemplateID = @characterTemplateID; ChatDialog = @chatDialog; Exp = @exp; HP = @hP; ID = @iD; Level = @level; LoadMapID = @loadMapID; LoadX = @loadX; LoadY = @loadY; MoveSpeed = @moveSpeed; MP = @mP; Name = @name; RespawnMapID = @respawnMapID; RespawnX = @respawnX; RespawnY = @respawnY; ShopID = @shopID; StatPoints = @statPoints; SetStat(StatType.Agi, @statAgi); SetStat(StatType.Defence, @statDefence); SetStat(StatType.Int, @statInt); SetStat(StatType.MaxHit, @statMaxhit); SetStat(StatType.MaxHP, @statMaxhp); SetStat(StatType.MaxMP, @statMaxmp); SetStat(StatType.MinHit, @statMinhit); SetStat(StatType.Str, @statStr); }
/// <summary> /// Initializes a new instance of the <see cref="CharacterInventoryTable"/> class. /// </summary> /// <param name="characterID">The initial value for the corresponding property.</param> /// <param name="itemID">The initial value for the corresponding property.</param> /// <param name="slot">The initial value for the corresponding property.</param> public CharacterInventoryTable(CharacterID @characterID, ItemID @itemID, InventorySlot @slot) { CharacterID = @characterID; ItemID = @itemID; Slot = @slot; }
/// <summary> /// Initializes a new instance of the <see cref="EventCountersUserTable"/> class. /// </summary> /// <param name="counter">The initial value for the corresponding property.</param> /// <param name="userEventCounterId">The initial value for the corresponding property.</param> /// <param name="userID">The initial value for the corresponding property.</param> public EventCountersUserTable(Int64 @counter, Byte @userEventCounterId, CharacterID @userID) { Counter = @counter; UserEventCounterId = @userEventCounterId; UserID = @userID; }
void LoadFromQueryValues(ICharacterTable v) { Name = v.Name; _id = v.ID; _templateID = v.CharacterTemplateID; MoveSpeed = v.MoveSpeed; BodyInfo = BodyInfoManager.Instance.GetBody(v.BodyID); Teleport(new Vector2(v.LoadX, v.LoadY)); Resize(BodyInfo.Size); ((PersistentCharacterStatusEffects)StatusEffects).Load(); // Set the character information _level = v.Level; _exp = v.Exp; _cash = v.Cash; _hp = v.HP; _mp = v.MP; RespawnMapID = v.RespawnMapID; RespawnPosition = new Vector2(v.RespawnX, v.RespawnY); StatPoints = v.StatPoints; _knownSkills = new KnownSkillsCollection(this); // Create the AI if (v.AIID.HasValue) { if (!SetAI(v.AIID.Value)) { const string errmsg = "Failed to set Character `{0}`'s AI to ID `{1}`."; if (log.IsErrorEnabled) log.ErrorFormat(errmsg, this, v.AIID.Value); Debug.Fail(string.Format(errmsg, this, v.AIID.Value)); RemoveAI(); } } // Load the stats BaseStats.CopyValuesFrom(v.Stats); // Load the Character's items Inventory.Load(); Equipped.Load(); // Update the mod stats UpdateModStats(); // Additional loading HandleAdditionalLoading(v); // Set the map var m = World.GetMap(v.LoadMapID); if (m != null) Teleport(m, Position); else ((IRespawnable)this).Respawn(); // Mark the Character as loaded SetAsLoaded(); if (log.IsInfoEnabled) log.InfoFormat("Loaded Character `{0}`.", Name); }
/// <summary> /// Initializes a new instance of the <see cref="WorldStatsNpcKillUserTable"/> class. /// </summary> /// <param name="iD">The initial value for the corresponding property.</param> /// <param name="mapID">The initial value for the corresponding property.</param> /// <param name="nPCTemplateID">The initial value for the corresponding property.</param> /// <param name="npcX">The initial value for the corresponding property.</param> /// <param name="npcY">The initial value for the corresponding property.</param> /// <param name="userID">The initial value for the corresponding property.</param> /// <param name="userLevel">The initial value for the corresponding property.</param> /// <param name="userX">The initial value for the corresponding property.</param> /// <param name="userY">The initial value for the corresponding property.</param> /// <param name="when">The initial value for the corresponding property.</param> public WorldStatsNpcKillUserTable(UInt32 @iD, MapID? @mapID, CharacterTemplateID? @nPCTemplateID, UInt16 @npcX, UInt16 @npcY, CharacterID @userID, Byte @userLevel, UInt16 @userX, UInt16 @userY, DateTime @when) { ID = @iD; MapID = @mapID; NPCTemplateID = @nPCTemplateID; NpcX = @npcX; NpcY = @npcY; UserID = @userID; UserLevel = @userLevel; UserX = @userX; UserY = @userY; When = @when; }
/// <summary> /// Initializes a new instance of the <see cref="CharacterSkillTable"/> class. /// </summary> /// <param name="characterID">The initial value for the corresponding property.</param> /// <param name="skillID">The initial value for the corresponding property.</param> /// <param name="timeAdded">The initial value for the corresponding property.</param> public CharacterSkillTable(CharacterID @characterID, SkillType @skillID, DateTime @timeAdded) { CharacterID = @characterID; SkillID = @skillID; TimeAdded = @timeAdded; }
/// <summary> /// Initializes a new instance of the <see cref="ActiveTradeItemTable"/> class. /// </summary> /// <param name="characterID">The initial value for the corresponding property.</param> /// <param name="itemID">The initial value for the corresponding property.</param> public ActiveTradeItemTable(CharacterID @characterID, ItemID @itemID) { CharacterID = @characterID; ItemID = @itemID; }
/// <summary> /// Initializes a new instance of the <see cref="AccountCharacterTable"/> class. /// </summary> /// <param name="accountID">The initial value for the corresponding property.</param> /// <param name="characterID">The initial value for the corresponding property.</param> /// <param name="timeDeleted">The initial value for the corresponding property.</param> public AccountCharacterTable(AccountID @accountID, CharacterID @characterID, DateTime? @timeDeleted) { AccountID = @accountID; CharacterID = @characterID; TimeDeleted = @timeDeleted; }
/// <summary> /// Loads and sets the User being used by this account. /// </summary> /// <param name="world">The World that the User will be part of.</param> /// <param name="characterID">The CharacterID of the user to use.</param> public void SetUser(World world, CharacterID characterID) { ThreadAsserts.IsMainThread(); // Make sure the user is not already set if (User != null) { const string errmsg = "Cannot use SetUser when the User is not null."; Debug.Fail(errmsg); if (log.IsErrorEnabled) log.Error(errmsg); return; } // Make sure the CharacterID is an ID of a character belonging to this UserAccount if (!_characterIDs.Contains(characterID)) { const string errmsg = "Cannot use CharacterID `{0}` - that character does not belong to this UserAccount."; Debug.Fail(string.Format(errmsg, characterID)); if (log.IsErrorEnabled) log.ErrorFormat(errmsg, characterID); return; } // Load the User try { _user = new User(this, world, characterID); } catch (Exception ex) { const string errmsg = "Failed to create user with ID `{0}`. Exception: {1}"; if (log.IsErrorEnabled) log.ErrorFormat(errmsg, characterID, ex); Debug.Fail(string.Format(errmsg, characterID, ex)); Dispose(); return; } if (log.IsInfoEnabled) log.InfoFormat("Set User `{0}` on account `{1}`.", _user, this); }
/// <summary> /// Initializes a new instance of the <see cref="CharacterEquippedTable"/> class. /// </summary> /// <param name="characterID">The initial value for the corresponding property.</param> /// <param name="itemID">The initial value for the corresponding property.</param> /// <param name="slot">The initial value for the corresponding property.</param> public CharacterEquippedTable(CharacterID @characterID, ItemID @itemID, EquipmentSlot @slot) { CharacterID = @characterID; ItemID = @itemID; Slot = @slot; }
/// <summary> /// Initializes a new instance of the <see cref="ActiveTradeCashTable"/> class. /// </summary> /// <param name="cash">The initial value for the corresponding property.</param> /// <param name="characterID">The initial value for the corresponding property.</param> public ActiveTradeCashTable(Int32 @cash, CharacterID @characterID) { Cash = @cash; CharacterID = @characterID; }
//public void Initialize(); public void Initialize(Texture2D Texture, CharacterID npcType, Vector2 Position) { npcEvent = new Event(); npcEvent.InitializeNPC(npcType); base.Initialize(Texture, new Vector2(Position.X, Position.Y-70)); }
public void InitializeNPC(CharacterID npcType) { this.npcType = npcType; Active= true; }