GM_MAKEITEM() public static méthode

public static GM_MAKEITEM ( byte type, byte Slot, int id, short plus, int durability, int itemid, int bluecount ) : byte[]
type byte
Slot byte
id int
plus short
durability int
itemid int
bluecount int
Résultat byte[]
Exemple #1
0
 /////////////////////////////////////////////////////////////////////////////////
 // Pickup item
 /////////////////////////////////////////////////////////////////////////////////
 void Player_PickUpItem()
 {
     try
     {
         //First check if player allready is picking up an item
         if (Character.Action.PickUping)
         {
             //Get item information that the player has selected.
             world_item item = GetWorldItem(Character.Action.Target);
             //Checks
             if (item == null)
             {
                 Character.Action.PickUping = false; return;
             }
             //If the amount is lower then one
             if (item.amount < 1)
             {
                 item.amount = 1;
             }
             //If not gold model
             if (item.Model > 3)
             {
                 //Get our free slots
                 byte slot = GetFreeSlot();
                 //If to low
                 if (slot <= 12)
                 {
                     Character.Action.PickUping = false;
                     client.Send(Packet.MoveItemError());
                     return;
                 }
                 //Else continue stop delete timer because its allready beeing removed.
                 item.StopDeleteTimer();
                 //Remove the world item spawn
                 Systems.WorldItem.Remove(item);
                 //Delete the global id
                 Global.ID.Delete(item.UniqueID);
                 //Move towards the item
                 Send(Packet.MovementOnPickup(new DarkEmu_GameServer.Global.vektor(Character.Information.UniqueID,
                                                                                   (float)Formule.packetx((float)item.x, item.xSec),
                                                                                   (float)Character.Position.z,
                                                                                   (float)Formule.packety((float)(float)item.y, item.ySec),
                                                                                   Character.Position.xSec,
                                                                                   Character.Position.ySec)));
                 //Send animation packet pickup
                 Send(Packet.Pickup_Animation(Character.Information.UniqueID, 0));
                 //Check what item type we have (Etc, or armor / weapon).
                 int amount = 0;
                 //Set amount or plusvalue
                 #region Amount definition
                 if (Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.BLADE ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.CH_SHIELD ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.EU_SHIELD ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.BOW ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.EU_AXE ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.EU_CROSSBOW ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.EU_DAGGER ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.EU_DARKSTAFF ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.EU_HARP ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.EU_STAFF ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.EU_SWORD ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.EU_TSTAFF ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.EU_TSWORD ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.GLAVIE ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.SPEAR ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.SWORD ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.EARRING ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.RING ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.NECKLACE ||
                     Data.ItemBase[item.Model].Type == Global.item_database.ArmorType.ARMOR ||
                     Data.ItemBase[item.Model].Type == Global.item_database.ArmorType.GARMENT ||
                     Data.ItemBase[item.Model].Type == Global.item_database.ArmorType.GM ||
                     Data.ItemBase[item.Model].Type == Global.item_database.ArmorType.HEAVY ||
                     Data.ItemBase[item.Model].Type == Global.item_database.ArmorType.LIGHT ||
                     Data.ItemBase[item.Model].Type == Global.item_database.ArmorType.PROTECTOR ||
                     Data.ItemBase[item.Model].Itemtype == Global.item_database.ItemType.AVATAR ||
                     Data.ItemBase[item.Model].Type == Global.item_database.ArmorType.ROBE)
                 {
                     amount = item.PlusValue;
                 }
                 else
                 {
                     amount = item.amount;
                 }
                 #endregion
                 //Send item creation packet
                 client.Send(Packet.GM_MAKEITEM(0, slot, item.Model, (short)amount, (int)Data.ItemBase[item.Model].Defans.Durability, Data.ItemBase[item.Model].ID, item.UniqueID));
                 //Save to database
                 AddItem(item.Model, (short)amount, slot, Character.Information.CharacterID, item.Model);
             }
             //If the item is gold
             else
             {
                 //Remove the spawned item
                 Systems.WorldItem.Remove(item);
                 //Remove global id
                 Global.ID.Delete(item.UniqueID);
                 //Movement packet
                 Send(Packet.MovementOnPickup(new DarkEmu_GameServer.Global.vektor(Character.Information.UniqueID,
                                                                                   (float)Formule.packetx((float)item.x, item.xSec),
                                                                                   (float)Character.Position.z,
                                                                                   (float)Formule.packety((float)(float)item.y, item.ySec),
                                                                                   Character.Position.xSec,
                                                                                   Character.Position.ySec)));
                 //Send animation packet
                 Send(Packet.Pickup_Animation(Character.Information.UniqueID, 0));
                 //Add gold to player information
                 Character.Information.Gold += item.amount;
                 //Send visual packet for gold
                 client.Send(Packet.UpdateGold(Character.Information.Gold));
                 //Send message packet gold gained
                 client.Send(Packet.GoldMessagePick(item.amount));
                 //Save player gold
                 SaveGold();
             }
             //Despawn item for us
             item.DeSpawnMe();
             //Dispose of the item
             item.Dispose();
             //Set picking to false
             Character.Action.PickUping = false;
             if (Timer.Pickup != null)
             {
                 Timer.Pickup.Dispose();
             }
         }
     }
     catch (Exception ex)
     {
         Console.WriteLine("Pickup Error {0}", ex);
         Systems.Debugger.Write(ex);
     }
 }