public static void SendUpdateSP(ZoneCharacter character) { using (var p = new Packet(SH9Type.HealSP)) { p.WriteUInt(character.SP); p.WriteUShort(character.UpdateCounter); character.Client.SendPacket(p); } }
public static void SendAttackDamage(MapObject from, ushort objectID, ushort damage, bool crit, uint hpleft, ushort counter) { using (var packet = new Packet(SH9Type.AttackDamage)) { packet.WriteUShort(from.MapObjectID); packet.WriteUShort(objectID); packet.WriteBool(crit); packet.WriteUShort(damage); packet.WriteUInt(hpleft); packet.WriteUShort(counter); packet.WriteByte(4); packet.WriteByte(100); from.MapSector.Broadcast(packet); } }
public static void SendSkill(MapObject user, ushort animid, List<SkillVictim> victims) { using (var packet = new Packet(SH9Type.SkillAnimationTarget)) { packet.WriteUShort(animid); packet.WriteUShort(user.MapObjectID); packet.WriteByte((byte)(victims.Count > 255 ? 255 : victims.Count)); for (byte i = 0; i < victims.Count && i != 255; i++) { var victim = victims[i]; packet.WriteUShort(victim.MapObjectID); packet.WriteByte(victim.Stance1); packet.WriteByte(victim.Stance2); packet.WriteUInt(victim.Damage); packet.WriteUInt(victim.HPLeft); packet.WriteUShort(victim.HPCounter); } user.MapSector.Broadcast(packet); } }
public static void SendSkillPosition(MapObject user, ushort animid, ushort skillid, uint x, uint y) { // 9 81 | [32 29] [B8 10] [56 0A 00 00] [3A 27 00 00] [75 70] using (var packet = new Packet(SH9Type.SkillAnimationPosition)) { packet.WriteUShort(user.MapObjectID); packet.WriteUShort(skillid); packet.WriteUInt(x); packet.WriteUInt(y); packet.WriteUShort(animid); user.MapSector.Broadcast(packet); } }
public static void SendGainEXP(ZoneCharacter who, uint amount, ushort mobid = 0xFFFF) { using (var packet = new Packet(SH9Type.GainEXP)) { packet.WriteUInt(amount); packet.WriteUShort(mobid); who.Client.SendPacket(packet); } }
public static void SendSkill(MapObject user, ushort animid, ushort victimid, uint damage, uint newhp, ushort counter, byte special1 = 0x10, byte special2 = 0x00) { // 9 82 | [E5 3F] [8A 27] [01] [8A 27] [10 00] [09 00 00 00] [5E 00 00 00] [A7 4C] // 9 82 | [9A 35] [8A 27] [01] [C2 05] [10 00] [0A 00 00 00] [1D 01 00 00] [73 37] // 9 82 | [43 3C] [42 15] [01] [AC 4C] [01 01] [7A 02 00 00] [00 00 00 00] [35 09] // 9 82 | [0E 39] [42 15] [01] [00 4A] [21 01] [1C 03 00 00] [00 00 00 00] [8C 0E] using (var packet = new Packet(SH9Type.SkillAnimationTarget)) { packet.WriteUShort(animid); packet.WriteUShort(user.MapObjectID); packet.WriteBool(true); packet.WriteUShort(victimid); packet.WriteByte(special1); packet.WriteByte(special2); packet.WriteUInt(damage); packet.WriteUInt(newhp); packet.WriteUShort(counter); user.MapSector.Broadcast(packet); } }
public void WriteEquipStats(Packet packet) { byte StatCount = 0; if (Str > 0) StatCount++; if (End > 0) StatCount++; if (Dex > 0) StatCount++; if (Spr > 0) StatCount++; if (Int > 0) StatCount++; packet.WriteUShort(ItemID); switch (this.SlotType) { case ItemSlot.Helm: case ItemSlot.Armor: case ItemSlot.Pants: case ItemSlot.Boots: // case ItemSlot.Bow: // Shield = same case ItemSlot.Weapon2: case ItemSlot.Weapon: packet.WriteByte(this.Upgrades); // Refinement packet.WriteByte(0); packet.WriteShort(0); // Or int? packet.WriteShort(0); if (this.SlotType == ItemSlot.Weapon || (this.SlotType == ItemSlot.Weapon2 && Info.TwoHand)) { packet.WriteByte(0); // Licence data packet.WriteUShort(0xFFFF); // Nr.1 - Mob ID packet.WriteUInt(0); // Nr.1 - Kill count packet.WriteUShort(0xFFFF); // Nr.2 - Mob ID packet.WriteUInt(0); // Nr.2 - Kill count packet.WriteUShort(0xFFFF); // Nr.3 - Mob ID packet.WriteUInt(0); // Nr.3 - Kill count packet.WriteUShort(0xFFFF); // UNK packet.WriteString("", 16); // First licence adder name } packet.WriteByte(0); packet.WriteUInt(GetExpiringTime()); // Expiring time (1992027391 - never expires) //packet.WriteShort(0); break; case ItemSlot.Pet: packet.WriteByte(this.Upgrades); // Pet Refinement Lol packet.Fill(2, 0); // UNK packet.WriteUInt(GetExpiringTime()); // Expiring time (1992027391 - never expires) packet.WriteUInt(0); // Time? (1992027391 - never expires) break; case ItemSlot.Earings: case ItemSlot.Necklace: case ItemSlot.Ring: packet.WriteUInt(GetExpiringTime()); // Expiring time (1992027391 - never expires) packet.WriteUInt(0); // Time? (1992027391 - never expires) packet.WriteByte(this.Upgrades); // Refinement // Stats added while refining packet.WriteUShort(0); // it may be byte + byte too (some kind of counter when item downgrades) packet.WriteUShort(0); // STR packet.WriteUShort(0); // END packet.WriteUShort(0); // DEX packet.WriteUShort(0); // INT packet.WriteUShort(0); // SPR break; case ItemSlot.CostumeWeapon: case ItemSlot.CostumeShield: packet.WriteUInt(25000); // Skin Durability break; default: packet.WriteUInt(GetExpiringTime()); // Expiring time (1992027391 - never expires) packet.WriteUInt(0); // Time? (1992027391 - never expires) break; } // Random stats data (Not those what were added in refinement) switch (this.SlotType) { // Stat count (StatCount << 1 | Visible(0 or 1 are stats shown or not)) case ItemSlot.Earings: packet.WriteByte((byte)(StatCount << 1 | 1)); break; case ItemSlot.Necklace: case ItemSlot.Ring: packet.WriteByte((byte)(StatCount << 1 | 1)); break; case ItemSlot.Helm: case ItemSlot.Armor: case ItemSlot.Pants: case ItemSlot.Boots: case ItemSlot.Weapon2: case ItemSlot.Weapon: packet.WriteByte((byte)(StatCount << 1 | 1)); break; case ItemSlot.Pet: // Yes!! Its possible to give stats to pet also (It overrides default one(s)). packet.WriteByte((byte)(StatCount << 1 | 1)); break; } // foreach stat //pPacket.WriteByte(type); // Stat type ( 0 = STR, 1 = END, 2 = DEX, 3 = INT, 4 = SPR ) //pPacket.WriteUShort(amount); // Amount // end foreach if (Str > 0) { packet.WriteByte(0); packet.WriteUShort(Str); } if (End > 0) { packet.WriteByte(1); packet.WriteUShort(End); } if (Dex > 0) { packet.WriteByte(2); packet.WriteUShort(Dex); } if (Spr > 0) { packet.WriteByte(3); packet.WriteUShort(Spr); } if (Int > 0) { packet.WriteByte(4); packet.WriteUShort(Int); } }
//this is used by the smaller writer (e.g. additem, unequip, equip) public void WriteSmallInfo(Packet packet) { packet.WriteUShort(this.ItemID); switch (SlotType) { case ItemSlot.Helm: case ItemSlot.Armor: case ItemSlot.Pants: case ItemSlot.Boots: case ItemSlot.Weapon2: case ItemSlot.Weapon: packet.WriteByte(Upgrades); packet.Fill(6, 0); packet.WriteUShort(ushort.MaxValue); //unk packet.WriteUInt(GetExpiringTime()); packet.WriteUShort(ushort.MaxValue); break; default: packet.WriteUInt(GetExpiringTime()); packet.WriteInt(0); //unk break; } }
public static void SendPremiumEmotions(ZoneCharacter character) { using (var packet = new Packet(SH4Type.CharacterItemList)) { byte count = 0; packet.WriteByte(count); // Count packet.WriteByte(0x0F); // Inventory packet.WriteByte(0xCB); // UNK (In newest client it exists, in bit older, not) for (byte i = 0; i < count; i++) { packet.WriteByte(8); // Item Data Length packet.WriteByte(i); // Slot packet.WriteByte(0x3C); // Inventory thing packet.WriteUShort((ushort)(31500 + (16 < i ? 1 : 0) + i * 2)); // Item ID packet.WriteUInt(1992027391); // Expiring Time (1992027391 - Permanent) } character.Client.SendPacket(packet); } }
public static void SendPremiumItemList(ZoneCharacter character) { using(var packet = new Packet(SH4Type.CharacterItemList)) { ushort count = 0; packet.WriteUShort(count); // Count for (ushort i = 0; i < count; i++) { packet.WriteUShort(0x0010); // Inventory packet.WriteUShort(0x0000); // Slot packet.WriteUShort(0x033B); // Item Handle // (Iron Case, to add 4 extra inventories :P) packet.WriteUInt(1992027391); // Activation Time (1992027391 - Permanent) packet.WriteUInt(1992027391); // Expiring Time (1992027391 - Permanent) } character.Client.SendPacket(packet); } }
public static void SendHouseList(ZoneCharacter character) { //TODO: house loading using (var packet = new Packet(SH4Type.CharacterItemList)) { byte count = 0; packet.WriteByte(count); // Count packet.WriteByte(0x0C); // Inventory packet.WriteByte(0x35); // UNK (In newest client it exists, in bit older, not) for (byte i = 0; i < count; i++) { packet.WriteByte(8); // Item Data Length packet.WriteByte(i); // Slot packet.WriteByte(0x30); // UNK packet.WriteUShort((ushort)(31000 + i * 3)); // Item ID packet.WriteUInt(1992027391); // Expiring Time (1992027391 - Permanent) } character.Client.SendPacket(packet); } }
public void WriteUpdateStats(Packet packet) { packet.WriteUInt(HP); packet.WriteUInt(MaxHP); // Max HP packet.WriteUInt(SP); packet.WriteUInt(MaxSP); // Max SP packet.WriteByte(Level); packet.WriteUShort(this.UpdateCounter); }
public void WriteUpdateStats(Packet packet) { packet.WriteUInt(this.HP); packet.WriteUInt(BaseStats.MaxHP); packet.WriteUInt(this.SP); packet.WriteUInt(BaseStats.MaxSP); packet.WriteByte(this.Level); packet.WriteUShort(this.UpdateCounter); }
public void WriteDetailedInfoExtra(Packet packet, bool levelUP = false) { if (!levelUP) { packet.WriteUShort(this.MapObjectID); } packet.WriteLong(this.Exp); packet.WriteULong(DataProvider.Instance.GetMaxExpForLevel(this.Level)); packet.WriteInt(BaseStats.Strength); packet.WriteInt(BaseStats.Strength + GetExtraStr()); packet.WriteInt(BaseStats.Endurance); packet.WriteInt(BaseStats.Endurance + GetExtraEnd()); packet.WriteInt(BaseStats.Dexterity); packet.WriteInt(BaseStats.Dexterity + GetExtraDex()); packet.WriteInt(BaseStats.Intelligence); packet.WriteInt(BaseStats.Intelligence + GetExtraInt()); packet.WriteInt(0); // Wizdom. It isn't set in the server so it can contain shit from old buffers... :D packet.WriteInt(0); // I once had a name here :P packet.WriteInt(BaseStats.Spirit); packet.WriteInt(BaseStats.Spirit + GetExtraSpr()); packet.WriteInt(GetWeaponDamage()); //base damage packet.WriteInt(GetWeaponDamage(true)); //increased damage (e.g. buffs) packet.WriteInt(GetMagicDamage()); //magic dmg packet.WriteInt(GetMagicDamage(true)); //inc magic dmg packet.WriteInt(GetWeaponDefense()); //todo equip stats loading (weapondef) packet.WriteInt(GetWeaponDefense(true)); //weapondef inc packet.WriteInt(GetAim()); //TODO: basestats aim + dex? packet.WriteInt(GetAim(true)); //aim inc (calcuate later based on dex) packet.WriteInt(GetEvasion()); //evasion packet.WriteInt(GetEvasion(true)); //evasion inc packet.WriteInt(GetWeaponDamage()); //damage block again packet.WriteInt(GetWeaponDamage(true)); packet.WriteInt(GetMagicDamage()); //magic damage packet.WriteInt(GetMagicDamage(true)); packet.WriteInt(GetMagicDefense()); //magic def packet.WriteInt(GetMagicDefense(true)); //magic def inc packet.WriteInt(1); packet.WriteInt(20); packet.WriteInt(2); packet.WriteInt(40); packet.WriteUInt(BaseStats.MaxHP); //max HP packet.WriteUInt(BaseStats.MaxSP); //max SP packet.WriteInt(0); // UNK packet.WriteInt(BaseStats.MAXSoulHP); // Max HP Stones packet.WriteInt(BaseStats.MAXSoulSP); // Max SP Stones packet.Fill(64, 0); if (!levelUP) { packet.WriteInt(this.Position.X); packet.WriteInt(this.Position.Y); } }
public void WriteDetailedInfo(Packet pPacket) { pPacket.WriteInt(ID); pPacket.WriteString(this.Name, 16); pPacket.WriteByte(this.Slot); pPacket.WriteByte(this.Level); pPacket.WriteLong(this.Exp); pPacket.WriteInt(12345678); // UNK pPacket.WriteShort(this.StonesHP); pPacket.WriteShort(this.StonesSP); pPacket.WriteUInt(this.HP); pPacket.WriteUInt(this.SP); pPacket.WriteInt(this.Fame); // Fame pPacket.WriteLong(this.Money); //TODO: inventory class pPacket.WriteString(this.Map.MapInfo.ShortName, 12); pPacket.WriteInt(this.Position.X); pPacket.WriteInt(this.Position.Y); pPacket.WriteByte(this.Rotation); pPacket.WriteByte(this.Str); // Str bonus pPacket.WriteByte(this.End); // End bonus pPacket.WriteByte(this.Dex); // Dex bonus pPacket.WriteByte(this.Int); // Int bonus pPacket.WriteByte(this.Spr); // Spr bonus pPacket.WriteShort(0); // UNK pPacket.WriteUInt(0); // Killpoints pPacket.Fill(7, 0); // UNK }