Exemple #1
0
        public static void UnequipItem(Item item, short destinationSlot = 0)
        {
            //check for item type
            if (item.ItemType != ItemConstants.ItemType.Equipment)
            {
                throw new InvalidOperationException("Can only unequip equipment items.");
            }

            // slot to move item from
            short sourceSlot = item.Slot;

            // if no destination given then find first free slot for equip type
            if (destinationSlot == 0)
            {
                destinationSlot = item.Parent.GetNextFreeSlot(ItemConstants.ItemType.Equipment);
            }

            // change slot of item being unequipped to free equip slot
            item.Slot = destinationSlot;

            // send packet to carry out the un-equip item action
            item.Character.Client.Send(ItemPackets.EquipOrUnequipItems(item, sourceSlot, destinationSlot));

            // update char appearance
            CharacterAppearance.UpdateApperance(item.Character);
        }
Exemple #2
0
        public static void EquipItem(Item item)
        {
            // Check ItemType
            if (item.ItemType != ItemConstants.ItemType.Equipment)
            {
                throw new InvalidOperationException("Can only equip equipment items.");
            }

            // If were not VIP user then check for requirements
            if (!item.Character.IsMaster)
            {
                if (item.Character.Stats.Strength < item.RequiredStrength || item.Character.Stats.Dexterity < item.RequiredDexterity ||
                    item.Character.Stats.Intelligence < item.RequiredIntelligence || item.Character.Stats.Luck < item.RequiredLuck ||
                    item.Character.Stats.Fame < item.RequiredFame)
                {
                    return;
                }
            }

            // slot to move item from
            short sourceSlot = item.Slot;

            // slot to move item into
            ItemConstants.EquipmentSlot destinationSlot = item.GetEquippedSlot();

            // get char's items
            Item top    = item.Parent[ItemConstants.EquipmentSlot.Top];
            Item bottom = item.Parent[ItemConstants.EquipmentSlot.Bottom];
            Item weapon = item.Parent[ItemConstants.EquipmentSlot.Weapon];
            Item shield = item.Parent[ItemConstants.EquipmentSlot.Shield];

            // get item at char's destination slot
            Item destination = item.Parent[destinationSlot];

            // if there is an item
            if (destination != null)
            {
                // put it into slot of item to be replaced with
                destination.Slot = sourceSlot;
            }

            // item to replace acquires destination slot
            item.Slot = (short)destinationSlot;

            // unequipped blocking items
            switch (destinationSlot)
            {
            case ItemConstants.EquipmentSlot.Bottom:
            {
                if (top?.IsOverall == true)
                {
                    UnequipItem(top);
                }
            }
            break;

            case ItemConstants.EquipmentSlot.Top:
            {
                if (item.IsOverall && bottom != null)
                {
                    UnequipItem(bottom);
                }
            }
            break;

            case ItemConstants.EquipmentSlot.Shield:
            {
                if (weapon?.IsTwoHanded == true)
                {
                    UnequipItem(weapon);
                }
            }
            break;

            case ItemConstants.EquipmentSlot.Weapon:
            {
                if (item.IsTwoHanded && shield != null)
                {
                    UnequipItem(shield);
                }
            }
            break;
            }

            // send packet to carry out the equipped action
            item.Character.Client.Send(ItemPackets.EquipOrUnequipItems(item, sourceSlot, (short)destinationSlot));

            // update char appearance
            CharacterAppearance.UpdateApperance(item.Character);
        }