public static CharacterName ( byte errocode ) : byte[] | ||
errocode | byte | |
Résultat | byte[] |
//This is for checking the new character name public void CharacterCheck(byte[] buff) { //Wrap our function into a catcher try { //Open our packet reader PacketReader Reader = new PacketReader(buff); //Ignore first byte Reader.Skip(1); //Read character name string Charactername = Reader.Text(); //Close packet reader Reader.Close(); //If Character name is in use if (CharacterCheck(Charactername)) { //Send in use packet client.Send(Packet.CharacterName(4)); } //If character name is ok else { //Send succes packet client.Send(Packet.ScreenSuccess(4)); } } catch (Exception ex) { //Write any error to debog log Systems.Debugger.Write(ex); } }
//Void creation for characters void CharacterCreate() { //Start wrapper for catching errors try { //Check the amount of characters created (If 4 then we return). if (MsSQL.GetRowsCount("SELECT * FROM character WHERE account='" + Player.AccountName + "'") == 4) { return; } //Open our packet reader PacketReader Reader = new PacketReader(PacketInformation.buffer); //Need to be checked byte tocheck = Reader.Byte(); //String character name string NewCharacterName = Reader.Text(); //Integer for character model int NewCharacterModel = Reader.Int32(); //Byte for character volume byte NewCharacterVolume = Reader.Byte(); //Set new integer for item creation [4] total int[] Item = new int[4]; //Item id one integer Item[0] = Reader.Int32(); //Item id two integer Item[1] = Reader.Int32(); //Item id three integer Item[2] = Reader.Int32(); //Item id four integer Item[3] = Reader.Int32(); //Close packet reader Reader.Close(); //Set default character stats double MagicalDefense = 3; double PhysicalDefense = 6; double ParryRatio = 11; double HitRatio = 11; double MinimalPhysicalAttack = 6; double MaxPhysicalAttack = 9; double MinimalMagicalAttack = 6; double MaxMagicalAttack = 10; //Set mag defense MagicalDefense += Data.ItemBase[Item[0]].Defans.MinMagDef; MagicalDefense += Data.ItemBase[Item[1]].Defans.MinMagDef; MagicalDefense += Data.ItemBase[Item[2]].Defans.MinMagDef; //Set phy defence PhysicalDefense += Data.ItemBase[Item[0]].Defans.MinPhyDef; PhysicalDefense += Data.ItemBase[Item[1]].Defans.MinPhyDef; PhysicalDefense += Data.ItemBase[Item[2]].Defans.MinPhyDef; //Set parry information ParryRatio += Data.ItemBase[Item[0]].Defans.Parry; ParryRatio += Data.ItemBase[Item[1]].Defans.Parry; ParryRatio += Data.ItemBase[Item[2]].Defans.Parry; //Set hit ratio HitRatio += Data.ItemBase[Item[3]].Attack.MinAttackRating; //Set phy attack MinimalPhysicalAttack += Data.ItemBase[Item[3]].Attack.Min_LPhyAttack; MaxPhysicalAttack += Data.ItemBase[Item[3]].Attack.Min_HPhyAttack; //Set mag attack MinimalMagicalAttack += Data.ItemBase[Item[3]].Attack.Min_LMagAttack; MaxMagicalAttack += Data.ItemBase[Item[3]].Attack.Min_HMagAttack; //Set bool for european or chinese characters if (NewCharacterModel >= 14715 && NewCharacterModel <= 14745) { European = true; } //Replace any bad character from the name like [ , ] etc. NewCharacterName = Removebadchars(NewCharacterName); //Check the character name before creation if (CharacterCheck(NewCharacterName)) { //If bad send informational packet client.Send(Packet.CharacterName(4)); //Finally return. return; } //Random x y z output int random = rnd.Next(1, 3); //If player is creating a european character if (European) { //Set random start location for european if (random == 1) { randomx = 1030; randomz = 80; randomy = 512; } if (random == 2) { randomx = 889; randomz = 83; randomy = 1104; } if (random == 3) { randomx = 453; randomz = 80; randomy = 1249; } //Insert the basic information into the database MsSQL.InsertData("INSERT INTO character (account, name, chartype, volume, xsect, ysect, xpos, zpos, ypos, GuideData) VALUES ('" + Player.AccountName + "','" + NewCharacterName + "', '" + NewCharacterModel + "', '" + NewCharacterVolume + "','79','105','" + randomx + "','" + randomz + "','" + randomy + "','0000000000000000')"); //Insert reverse scroll data into the database MsSQL.InsertData("INSERT INTO character_rev (charname, revxsec, revysec, revx, revy, revz) VALUES ('" + NewCharacterName + "','79','105','" + randomx + "','" + randomy + "','" + randomz + "')"); //Set definition for the character id information Player.CreatingCharID = MsSQL.GetDataInt("Select * from character Where name='" + NewCharacterName + "'", "id"); //If the 3rd item is a sword or a dark staff if (Item[3] == 10730 || Item[3] == 10734) { //Add the mag def information MagicalDefense += Data.ItemBase[251].Defans.MinMagDef; //Add the phy def information PhysicalDefense += Data.ItemBase[251].Defans.MinPhyDef; //Add parry ration ParryRatio += Data.ItemBase[251].Defans.Parry; //Add shield item AddItem(10738, 0, 7, Player.CreatingCharID, 0); } //If the 3rd item is a crossbow if (Item[3] == 10733) { //We add our base bolts 250 AddItem(10376, 250, 7, Player.CreatingCharID, 0); } //Add base mastery's for europe characters AddMastery(513, Player.CreatingCharID); //Warrior AddMastery(515, Player.CreatingCharID); //Rogue AddMastery(514, Player.CreatingCharID); //Wizard AddMastery(516, Player.CreatingCharID); //Warlock AddMastery(517, Player.CreatingCharID); //Bard AddMastery(518, Player.CreatingCharID); //Cleric } //If the character model is an chinese character else { //Set random start location for chinese if (random == 1) { randomx = 1030; randomz = 80; randomy = 512; randomysec = 97; } if (random == 2) { randomx = 959; randomz = 20; randomy = 421; randomysec = 98; } if (random == 3) { randomx = 964; randomz = 0; randomy = 235; randomysec = 97; } //Add character default information into the database MsSQL.InsertData("INSERT INTO character (account, name, chartype, volume, xsect, ysect, xpos, zpos, ypos, GuideData) VALUES ('" + Player.AccountName + "','" + NewCharacterName + "', '" + NewCharacterModel + "', '" + NewCharacterVolume + "','168','" + randomysec + "','" + randomx + "','" + randomz + "','" + randomy + "','0000000000000000')"); //Add character reverse scroll information into the database MsSQL.InsertData("INSERT INTO character_rev (charname, revxsec, revysec, revx, revy, revz) VALUES ('" + NewCharacterName + "','168','" + randomysec + "','" + randomx + "','" + randomy + "','" + randomz + "')"); //Get new character id Player.CreatingCharID = MsSQL.GetDataInt("Select * from character Where name='" + NewCharacterName + "'", "id"); //If the item chosen is a blade or sword if (Item[3] == 3632 || Item[3] == 3633) { //Set magical defense for shield MagicalDefense += Data.ItemBase[251].Defans.MinMagDef; //Set physical defense for shield PhysicalDefense += Data.ItemBase[251].Defans.MinPhyDef; //Set parry ratio for shield ParryRatio += Data.ItemBase[251].Defans.Parry; //Add the shield to the character AddItem(251, 0, 7, Player.CreatingCharID, 0); } //If the item is a bow if (Item[3] == 3636) { //Add 250 arrows to the new character AddItem(62, 250, 7, Player.CreatingCharID, 0); } AddMastery(257, Player.CreatingCharID); //blade AddMastery(258, Player.CreatingCharID); //heuksal AddMastery(259, Player.CreatingCharID); //bow AddMastery(273, Player.CreatingCharID); //cold AddMastery(274, Player.CreatingCharID); //light AddMastery(275, Player.CreatingCharID); //fire AddMastery(276, Player.CreatingCharID); //force } //Add job mastery same for both races AddMastery(1000, Player.CreatingCharID); //Add the base items AddItem(Item[0], 0, 1, Player.CreatingCharID, 0); AddItem(Item[1], 0, 4, Player.CreatingCharID, 0); AddItem(Item[2], 0, 5, Player.CreatingCharID, 0); AddItem(Item[3], 0, 6, Player.CreatingCharID, 0); //Open settings information for start items ini = new Framework.Ini(Environment.CurrentDirectory + @"\Settings\Settings.ini"); try { //European start items custom string Item1 = ini.GetValue("European.Start", "Item1", "").ToString(); string Item2 = ini.GetValue("European.Start", "Item2", "").ToString(); string Item3 = ini.GetValue("European.Start", "Item3", "").ToString(); string Item4 = ini.GetValue("European.Start", "Item4", "").ToString(); string Item5 = ini.GetValue("European.Start", "Item5", "").ToString(); //Chinese start items cusom string Item6 = ini.GetValue("Chinese.Start", "Item1", "").ToString(); string Item7 = ini.GetValue("Chinese.Start", "Item2", "").ToString(); string Item8 = ini.GetValue("Chinese.Start", "Item3", "").ToString(); string Item9 = ini.GetValue("Chinese.Start", "Item4", "").ToString(); string Item10 = ini.GetValue("Chinese.Start", "Item5", "").ToString(); //The amount related information for european items custom string Amount1 = ini.GetValue("European.Start", "Amount1", "").ToString(); string Amount2 = ini.GetValue("European.Start", "Amount2", "").ToString(); string Amount3 = ini.GetValue("European.Start", "Amount3", "").ToString(); string Amount4 = ini.GetValue("European.Start", "Amount4", "").ToString(); string Amount5 = ini.GetValue("European.Start", "Amount5", "").ToString(); //The amount related information for chinese items custom string Amount6 = ini.GetValue("Chinese.Start", "Amount1", "").ToString(); string Amount7 = ini.GetValue("Chinese.Start", "Amount2", "").ToString(); string Amount8 = ini.GetValue("Chinese.Start", "Amount3", "").ToString(); string Amount9 = ini.GetValue("Chinese.Start", "Amount4", "").ToString(); string Amount10 = ini.GetValue("Chinese.Start", "Amount5", "").ToString(); //Add the custom items (European) AddItem(Convert.ToInt32(Item1), Convert.ToByte(Amount1), 13, Player.CreatingCharID, 0); AddItem(Convert.ToInt32(Item2), Convert.ToByte(Amount2), 14, Player.CreatingCharID, 0); AddItem(Convert.ToInt32(Item3), Convert.ToByte(Amount3), 15, Player.CreatingCharID, 0); AddItem(Convert.ToInt32(Item4), Convert.ToByte(Amount4), 16, Player.CreatingCharID, 0); AddItem(Convert.ToInt32(Item5), Convert.ToByte(Amount5), 17, Player.CreatingCharID, 0); //Add the custom items (Chinese) AddItem(Convert.ToInt32(Item6), Convert.ToByte(Amount1), 13, Player.CreatingCharID, 0); AddItem(Convert.ToInt32(Item7), Convert.ToByte(Amount2), 14, Player.CreatingCharID, 0); AddItem(Convert.ToInt32(Item8), Convert.ToByte(Amount3), 15, Player.CreatingCharID, 0); AddItem(Convert.ToInt32(Item9), Convert.ToByte(Amount4), 16, Player.CreatingCharID, 0); AddItem(Convert.ToInt32(Item10), Convert.ToByte(Amount5), 17, Player.CreatingCharID, 0); } catch (Exception) { } //Update database information for stats MsSQL.UpdateData("update character set min_phyatk='" + (int)Math.Round(MinimalPhysicalAttack) + "', max_phyatk='" + Math.Round(MaxPhysicalAttack) + "', min_magatk='" + Math.Round(MinimalMagicalAttack) + "', max_magatk='" + Math.Round(MaxMagicalAttack) + "', phydef='" + Math.Round(PhysicalDefense) + "', magdef='" + Math.Round(PhysicalDefense) + "', parry='" + Math.Round(ParryRatio) + "', hit='" + Math.Round(HitRatio) + "' where name='" + NewCharacterName + "'"); //Send information to the console Console.WriteLine("Character: " + NewCharacterName + " has been created"); //Send packet success to the client client.Send(Packet.ScreenSuccess(1)); } //If a error happens just catch it. catch (Exception ex) { Console.WriteLine(ex); } }