public override void Cast(SkillCast skillCast) { int spiritCost = skillCast.GetSpCost(); int staminaCost = skillCast.GetStaCost(); if (Value.Stats[StatId.Spirit].Total < spiritCost || Value.Stats[StatId.Stamina].Total < staminaCost) { return; } SkillCast = skillCast; ConsumeSp(spiritCost); ConsumeStamina(staminaCost); Value.Session.SendNotice(skillCast.SkillId.ToString()); // TODO: Move this and all others combat cases like recover sp to its own class. // Since the cast is always sent by the skill, we have to check buffs even when not doing damage. if (skillCast.IsBuffToOwner() || skillCast.IsBuffToEntity() || skillCast.IsBuffShield() || skillCast.IsDebuffToOwner()) { Status status = new(skillCast, ObjectId, ObjectId, 1); StatusHandler.Handle(Value.Session, status); } Value.Session.FieldManager.BroadcastPacket(SkillUsePacket.SkillUse(skillCast)); Value.Session.Send(StatPacket.SetStats(this)); StartCombatStance(); }
private static void HandleFirstSent(GameSession session, PacketReader packet) { long skillSN = packet.ReadLong(); int unkValue = packet.ReadInt(); int skillId = packet.ReadInt(); short skillLevel = packet.ReadShort(); packet.ReadByte(); CoordF coords = packet.Read <CoordF>(); packet.ReadShort(); SkillCast skillCast = new SkillCast(skillId, skillLevel, skillSN, unkValue); int spiritCost = skillCast.GetSpCost(); int staminaCost = skillCast.GetStaCost(); if (session.Player.Stats[PlayerStatId.Spirit].Current >= spiritCost && session.Player.Stats[PlayerStatId.Stamina].Current >= staminaCost) { session.Player.ConsumeSp(spiritCost); session.Player.ConsumeStamina(staminaCost); // TODO: Add SP recovery session.FieldPlayer.Value.SkillCast = skillCast; session.Send(SkillUsePacket.SkillUse(skillCast, coords)); session.Send(StatPacket.SetStats(session.FieldPlayer)); } }