Esempio n. 1
0
		public virtual void SaveIntoDatabase()
		{
			DBNpcTemplate tmp = GameServer.Database.FindObjectByKey<DBNpcTemplate>(TemplateId);
			bool add = false;

			if (tmp == null)
			{
				tmp = new DBNpcTemplate();
				add = true;
			}

			if (TemplateId == 0)
				tmp.TemplateId = GetNextFreeTemplateId();
			else
				tmp.TemplateId = TemplateId;

            tmp.TranslationId = TranslationId;
			tmp.AggroLevel = AggroLevel;
			tmp.AggroRange = AggroRange;
			tmp.BlockChance = BlockChance;
			tmp.BodyType = BodyType;
			tmp.Charisma = Charisma;
			tmp.ClassType = ClassType;
			tmp.Constitution = Constitution;
			tmp.Dexterity = Dexterity;
			tmp.Empathy = Empathy;
			tmp.EquipmentTemplateID = EquipmentTemplateID;
			tmp.ItemsListTemplateID = ItemsListTemplateID;
			tmp.EvadeChance = EvadeChance;
			tmp.Flags = Flags;
			tmp.GuildName = GuildName;
            tmp.ExamineArticle = ExamineArticle;
            tmp.MessageArticle = MessageArticle;
			tmp.Intelligence = Intelligence;
			tmp.LeftHandSwingChance = LeftHandSwingChance;
			tmp.Level = Level;
			tmp.MaxDistance = MaxDistance;
			tmp.MaxSpeed = MaxSpeed;
			tmp.MeleeDamageType = (byte)MeleeDamageType;
			tmp.Model = Model;
			tmp.Name = Name;
            tmp.Suffix = Suffix;
			tmp.ParryChance = ParryChance;
			tmp.Piety = Piety;
			tmp.Quickness = Quickness;
			tmp.Size = Size;
			tmp.Strength = Strength;
			tmp.TetherRange = TetherRange;

			if( m_abilities != null && m_abilities.Count > 0 )
			{
				string serializedAbilities = "";

				foreach ( Ability npcAbility in m_abilities )
				{
					if ( npcAbility != null )
						if ( serializedAbilities.Length > 0 )
							serializedAbilities += ";";

					serializedAbilities += npcAbility.Name + "|" + npcAbility.Level;
				}

				tmp.Abilities = serializedAbilities;
			}

			if ( m_spells != null && m_spells.Count > 0 )
			{
				string serializedSpells = "";

				foreach ( Spell npcSpell in m_spells )
				{
					if ( npcSpell != null )
						if ( serializedSpells.Length > 0 )
							serializedSpells += ";";

					serializedSpells += npcSpell.ID;
				}

				tmp.Spells = serializedSpells;
			}

			if ( m_styles != null && m_styles.Count > 0 )
			{
				string serializedStyles = "";

				foreach ( Style npcStyle in m_styles )
				{
					if ( npcStyle != null )
						if ( serializedStyles.Length > 0 )
							serializedStyles += ";";

					serializedStyles += npcStyle.ID + "|" + npcStyle.ClassID;
				}

				tmp.Styles = serializedStyles;
			}

			if (add)
				GameServer.Database.AddObject(tmp);
			else
				GameServer.Database.SaveObject(tmp);
		}
Esempio n. 2
0
		/// <summary>
		/// Constructs a new NpcTemplate
		/// </summary>
		/// <param name="data">The source npc template data</param>
		public NpcTemplate(DBNpcTemplate data)
		{
			if (data == null)
				throw new ArgumentNullException("data");

			m_templateId = data.TemplateId;
            m_translationId = data.TranslationId;
			m_name = data.Name;
            m_suffix = data.Suffix;
			m_classType = data.ClassType;
			m_guildName = data.GuildName;
            m_examineArticle = data.ExamineArticle;
            m_messageArticle = data.MessageArticle;
			m_model = data.Model;
			m_size = data.Size;
			if (m_size == null)
				m_size = "50";
			m_level = data.Level;
			if (m_level == null)
				m_level = "0";
			m_equipmentTemplateID = data.EquipmentTemplateID;
			m_itemsListTemplateID = data.ItemsListTemplateID;
			m_maxSpeed = data.MaxSpeed;
			m_parryChance = data.ParryChance;
			m_evadeChance = data.EvadeChance;
			m_blockChance = data.BlockChance;
			m_leftHandSwingChance = data.LeftHandSwingChance;
			m_strength = data.Strength;
			m_constitution = data.Constitution;
			m_dexterity = data.Dexterity;
			m_quickness = data.Quickness;
			m_intelligence = data.Intelligence;
			m_piety = data.Piety;
			m_charisma = data.Charisma;
			m_empathy = data.Empathy;

			//Time to add Spells/Styles and Abilties to the templates
			m_abilities = new ArrayList();
			m_spelllines = new ArrayList();
			m_spells = new ArrayList();
			//Adding the spells to an Arraylist here
			if (data.Spells != null && data.Spells.Length > 0)
			{
				string[] spells = data.Spells.Split(';');
				for (int k = 0; k < spells.Length; k++)
				{
					int id = int.Parse(spells[k]);
					Spell sp = SkillBase.GetSpellByID(id);
					if (sp != null)
						m_spells.Add(sp);
					else log.Error("Tried to load a null spell into NPC template " + m_templateId + " spell ID: " + id);
				}
			}

			// Adding Style list to Template NPC
			m_styles = new ArrayList();
			if (data.Styles != null && data.Styles.Length > 0)
			{
				string[] styles = data.Styles.Split(';');
				for (int i = 0; i < styles.Length; i++)
				{
					if (styles[i].Trim().Length == 0) continue;
					string[] styleAndClass = styles[i].Split('|');
					if (styleAndClass.Length != 2) continue;
					string stylePart = styleAndClass[0].Trim();
					string classPart = styleAndClass[1].Trim();
					if (stylePart.Length == 0 || classPart.Length == 0) continue;
					int styleID = int.Parse(stylePart);
					int classID = int.Parse(classPart);
					Style style = SkillBase.GetStyleByID(styleID, classID);
					m_styles.Add(style);
				}
			}
			//Adding Abilities to Template NPC.
			//Certain Abilities have levels will need to fix that down the road. -Batlas

			if (data.Abilities != null && data.Abilities.Length > 0)
			{
				foreach (string splitab in data.Abilities.SplitCSV())
				{
					string[] ab = splitab.Split('|');
					if (splitab.Trim().Length == 0) continue;
					int id = 1;
					if (ab.Length>1)
						id = int.Parse(ab[1]);
					Ability abil = SkillBase.GetAbility(ab[0], id);
					if (abil != null)
						m_abilities.Add(abil);
				}
			}

			m_flags = data.Flags;

			m_meleeDamageType = (eDamageType)data.MeleeDamageType;
			if (data.MeleeDamageType == 0)
				m_meleeDamageType = eDamageType.Slash;

			m_inventory = data.EquipmentTemplateID;
			m_aggroLevel = data.AggroLevel;
			m_aggroRange = data.AggroRange;
			m_race = (ushort)data.Race;
			m_bodyType = (ushort)data.BodyType;
			m_maxdistance = data.MaxDistance;
			m_tetherRange = data.TetherRange;
			m_visibleActiveWeaponSlot = data.VisibleWeaponSlots;
			
			m_replaceMobValues = data.ReplaceMobValues;
		}
        private static void CheckNPCTemplate(int templateID, string classType, string name, string guild, string model, string inventory, string merchantListID)
        {
            NpcTemplate template = NpcTemplateMgr.GetTemplate(templateID);
            if (template == null)
            {
                DBNpcTemplate dbTemplate = new DBNpcTemplate
                {
                    Name = name,
                    TemplateId = templateID,
                    ClassType = classType,
                    GuildName = guild,
                    Model = model,
                    Size = "50",
                    Level = "50",
                    ItemsListTemplateID = merchantListID,
                    EquipmentTemplateID = inventory,
                    PackageID = "Housing"
                };

                template = new NpcTemplate(dbTemplate);
                template.SaveIntoDatabase();
                NpcTemplateMgr.AddTemplate(template);
            }
        }