public void SetFaction(byte NewFaction) { Faction = NewFaction; FactionId = (byte)(NewFaction / 8); Faction = (byte)(NewFaction % 8); Agressive = Convert.ToBoolean(Faction % 2); Rank = (byte)(Faction / 2); if (FactionId >= 8 && FactionId <= 15) { Realm = GameData.Realms.REALMS_REALM_ORDER; } else if (FactionId >= 16 && FactionId <= 23) { Realm = GameData.Realms.REALMS_REALM_DESTRUCTION; } else { Realm = GameData.Realms.REALMS_REALM_NEUTRAL; } Faction = NewFaction; if (Agressive) { AiInterface.SetBrain(new AgressiveBrain(AiInterface)); } }
public bool AddChar(Character Char) { if (Char != null) _Realm = (GameData.Realms)Char.Realm; _Chars[Char.SlotId] = Char; return true; }
public bool AddChar(Character Char) { if (Char != null) { _Realm = (GameData.Realms)Char.Realm; } _Chars[Char.SlotId] = Char; return(true); }
public UInt32 RemoveCharacter(byte Slot) { UInt32 CharacterId = 0; if (_Chars[Slot] != null) CharacterId = _Chars[Slot].CharacterId; _Chars[Slot] = null; _Realm = GameData.Realms.REALMS_REALM_NEUTRAL; foreach(Character Char in _Chars) if (Char != null) { _Realm = (GameData.Realms)Char.Realm; break; } return CharacterId; }
public bool AddChar(Character Char) { if (Char != null) { _Realm = (GameData.Realms)Char.Realm; } if (_Chars[Char.SlotId] == null) { _Chars[Char.SlotId] = Char; } else { return(false); } return(true); }
public int RemoveCharacter(byte Slot) { int CharacterId = -1; if (_Chars[Slot] != null) { CharacterId = _Chars[Slot].CharacterId; } _Chars[Slot] = null; _Realm = GameData.Realms.REALMS_REALM_NEUTRAL; foreach (Character Char in _Chars) { if (Char != null) { _Realm = (GameData.Realms)Char.Realm; break; } } return(CharacterId); }
public void SetFaction(byte NewFaction) { Faction = NewFaction; FactionId = (byte)(NewFaction / 8); Faction = (byte)(NewFaction % 8); Agressive = Convert.ToBoolean(Faction % 2); Rank = (byte)(Faction / 2); if (FactionId >= 8 && FactionId <= 15) Realm = GameData.Realms.REALMS_REALM_ORDER; else if (FactionId >= 16 && FactionId <= 23) Realm = GameData.Realms.REALMS_REALM_DESTRUCTION; else Realm = GameData.Realms.REALMS_REALM_NEUTRAL; Faction = NewFaction; if (Agressive) AiInterface.SetBrain(new AgressiveBrain(AiInterface)); }