AttackPetStats() public static méthode

public static AttackPetStats ( pet_obj c, byte slot ) : byte[]
c pet_obj
slot byte
Résultat byte[]
Exemple #1
0
 void HandleAttackPet(byte slot, int ItemID)
 {
     try
     {
         //Check if player level is high enough to spawn.
         if (!CheckItemLevel(Character.Information.Level, ItemID))
         {
             client.Send(Packet.MoveItemError(0x6C, 0x18));
         }
         //If ok we continue to spawn the attack pet.
         else
         {
             //Our sql query
             MsSQL ms = new MsSQL("SELECT * FROM pets WHERE pet_itemid='" + ItemID + "' AND playerid='" + Character.Information.CharacterID + "'");
             //Create new pet object.
             pet_obj o = new pet_obj();
             //Open our data reader
             using (SqlDataReader reader = ms.Read())
             {
                 //Start reading data from the query above.
                 while (reader.Read())
                 {
                     Character.Attackpet.Uniqueid = reader.GetInt32(11);
                     Character.Attackpet.Spawned  = true;
                     o.UniqueID  = Character.Attackpet.Uniqueid;
                     o.Model     = Global.objectdata.GetItem(Data.ItemBase[ItemID].ObjectName);                            o.Level = reader.GetByte(13);
                     o.exp       = reader.GetInt64(14);
                     o.x         = Character.Position.x + rnd.Next(1, 3);
                     o.z         = Character.Position.z;
                     o.y         = Character.Position.y + rnd.Next(1, 3);
                     o.xSec      = Character.Position.xSec;
                     o.ySec      = Character.Position.ySec;
                     o.OwnerID   = Character.Information.CharacterID;
                     o.OwnerName = Character.Information.Name;
                     o.Walking   = Character.Position.Walking;
                     o.Petname   = reader.GetString(3);
                     o.Named     = 3;
                     o.Run       = Character.Speed.RunSpeed;
                     o.Walk      = Character.Speed.WalkSpeed;
                     o.Zerk      = Character.Speed.BerserkSpeed;
                 }
                 ms.Close();
             }
             //We set our pet active bool, so user cannot spawn multiple.
             Character.Attackpet.Active = true;
             o.Information = true;
             //Set all details above to definitions
             Character.Attackpet.Details = o;
             //Global spawn the pet
             Systems.HelperObject.Add(o);
             //Spawn ourselfs
             o.SpawnMe();
             //Send then packet required (Pet information block).
             client.Send(Packet.AttackPetStats(o, slot));
             client.Send(Packet.AttackPetHGP(o));
             //Update pet status to active (For relog purposes).
             MsSQL.UpdateData("UPDATE pets SET pet_active='1' WHERE pet_unique='" + Character.Grabpet.Grabpetid + "' AND playerid='" + Character.Information.CharacterID + "'");
         }
     }
     catch (Exception ex)
     {
         Console.WriteLine("Attack pet spawn error : " + ex);
     }
 }