public JobCrafterDirectoryEntryPlayerInfo(uint playerId = 0, string playerName = "", int alignmentSide = 0, int breed = 0, bool sex = false, bool isInWorkshop = false, int worldX = 0, int worldY = 0, int mapId = 0, uint subAreaId = 0, PlayerStatus status = null) { PlayerId = playerId; PlayerName = playerName; AlignmentSide = alignmentSide; Breed = breed; Sex = sex; IsInWorkshop = isInWorkshop; WorldX = worldX; WorldY = worldY; MapId = mapId; SubAreaId = subAreaId; Status = status; }
public GameFightMutantInformations(int contextualId = 0, EntityLook look = null, EntityDispositionInformations disposition = null, uint teamId = 2, bool alive = false, GameFightMinimalStats stats = null, string name = "", PlayerStatus status = null, uint powerLevel = 0) { ContextualId = contextualId; Look = look; Disposition = disposition; TeamId = teamId; Alive = alive; Stats = stats; Name = name; Status = status; PowerLevel = powerLevel; }
public PartyGuestInformations(uint guestId = 0, uint hostId = 0, string name = "", EntityLook guestLook = null, int breed = 0, bool sex = false, PlayerStatus status = null, List <PartyCompanionBaseInformations> companions = null) { GuestId = guestId; HostId = hostId; Name = name; GuestLook = guestLook; Breed = breed; Sex = sex; Status = status; Companions = companions; }
public GuildMember(uint id = 0, uint level = 0, string name = "", int breed = 0, bool sex = false, uint rank = 0, double givenExperience = 0, uint experienceGivenPercent = 0, uint rights = 0, uint connected = 99, int alignmentSide = 0, uint hoursSinceLastConnection = 0, int moodSmileyId = 0, uint accountId = 0, int achievementPoints = 0, PlayerStatus status = null) { Id = id; Level = level; Name = name; Breed = breed; Sex = sex; Rank = rank; GivenExperience = givenExperience; ExperienceGivenPercent = experienceGivenPercent; Rights = rights; Connected = connected; AlignmentSide = alignmentSide; HoursSinceLastConnection = hoursSinceLastConnection; MoodSmileyId = moodSmileyId; AccountId = accountId; AchievementPoints = achievementPoints; Status = status; }
public PartyMemberInformations(uint id = 0, uint level = 0, string name = "", EntityLook entityLook = null, int breed = 0, bool sex = false, uint lifePoints = 0, uint maxLifePoints = 0, uint prospecting = 0, uint regenRate = 0, uint initiative = 0, int alignmentSide = 0, int worldX = 0, int worldY = 0, int mapId = 0, uint subAreaId = 0, PlayerStatus status = null, List <PartyCompanionMemberInformations> companions = null) { Id = id; Level = level; Name = name; EntityLook = entityLook; Breed = breed; Sex = sex; LifePoints = lifePoints; MaxLifePoints = maxLifePoints; Prospecting = prospecting; RegenRate = regenRate; Initiative = initiative; AlignmentSide = alignmentSide; WorldX = worldX; WorldY = worldY; MapId = mapId; SubAreaId = subAreaId; Status = status; Companions = companions; }
public GameFightCharacterInformations(int contextualId = 0, EntityLook look = null, EntityDispositionInformations disposition = null, uint teamId = 2, bool alive = false, GameFightMinimalStats stats = null, string name = "", PlayerStatus status = null, uint level = 0, ActorAlignmentInformations alignmentInfos = null, int breed = 0) { ContextualId = contextualId; Look = look; Disposition = disposition; TeamId = teamId; Alive = alive; Stats = stats; Name = name; Status = status; Level = level; AlignmentInfos = alignmentInfos; Breed = breed; }
public FriendOnlineInformations(uint accountId = 0, string accountName = "", uint playerState = 99, uint lastConnection = 0, int achievementPoints = 0, uint playerId = 0, string playerName = "", uint level = 0, int alignmentSide = 0, int breed = 0, bool sex = false, BasicGuildInformations guildInfo = null, int moodSmileyId = 0, PlayerStatus status = null) { AccountId = accountId; AccountName = accountName; PlayerState = playerState; LastConnection = lastConnection; AchievementPoints = achievementPoints; PlayerId = playerId; PlayerName = playerName; Level = level; AlignmentSide = alignmentSide; Breed = breed; Sex = sex; GuildInfo = guildInfo; MoodSmileyId = moodSmileyId; Status = status; }