예제 #1
0
        public static void HandleAbnormalityEnd(S_ABNORMALITY_END p)
        {
            if (!AbnormalityManager.EndAbnormality(p.TargetId, p.AbnormalityId)) return;
            if (p.TargetId.IsMe()) FlyingGuardianDataProvider.HandleAbnormal(p);

            if (!Settings.SettingsHolder.ClassWindowSettings.Enabled) return;
            AbnormalityManager.CurrentAbnormalityTracker?.CheckAbnormality(p);
        }
예제 #2
0
        public static void HandleAbnormalityEnd(S_ABNORMALITY_END p)
        {
            AbnormalityManager.EndAbnormality(p.TargetId, p.AbnormalityId);
            if (!SettingsManager.ClassWindowSettings.Enabled)
            {
                return;
            }

            switch (SessionManager.CurrentPlayer.Class)
            {
            case Class.Archer:
                Archer.CheckFocusEnd(p);
                Archer.CheckSniperEyeEnd(p);
                break;

            case Class.Warrior:
                Warrior.CheckBuffEnd(p);
                break;

            case Class.Lancer:
                Lancer.CheckLineHeldEnd(p);
                Lancer.CheckArushEnd(p);
                Lancer.CheckGshoutEnd(p);
                break;

            case Class.Mystic:
                Mystic.CheckBuffEnd(p);
                break;

            case Class.Brawler:
                Brawler.CheckBrawlerAbnormalEnd(p);
                break;

            case Class.Ninja:
                Ninja.CheckFocusEnd(p);
                break;

            case Class.Priest:
                Priest.CheckBuffEnd(p);
                break;

            case Class.Sorcerer:
                Sorcerer.CheckBuffEnd(p);
                break;

            case Class.Reaper:
                Reaper.CheckBuffEnd(p);
                break;

            case Class.Slayer:
                Slayer.CheckBuffEnd(p);
                break;

            case Class.Berserker:
                Berserker.CheckBuffEnd(p);
                break;
            }
        }
예제 #3
0
        public static void AddNpcAndAbnormalities()
        {
            EntityManager.SpawnNPC(950, 4000, 1, true, false, 36);
            var t  = new Timer(1);
            var id = 0U;
            var a  = true;

            t.Elapsed += (_, __) =>
            {
                if (true)
                {
                    AbnormalityManager.BeginAbnormality(id++, 1, 0, 500000, 1);
                }
                else
                {
                    AbnormalityManager.EndAbnormality(1, 100800);
                }
                a = !a;
            };
            t.Start();
        }
 public static void HandleAbnormalityEnd(S_ABNORMALITY_END p)
 {
     AbnormalityManager.EndAbnormality(p.target, p.id);
 }