예제 #1
0
파일: _0_0_0.cs 프로젝트: melharfi/Nova
        public void Init()
        {
            //////// chaque map dois avoir ce boup de code si son map a un evenemeny
            Bmp map = new Bmp(@"gfx\map\_0_0_0\bg\map.dat", new Point(0, 0), "__map", Manager.TypeGfx.Bgr, true, 1);

            CommonCode.DelWayPointCallBack isFreeCell = _0_0_0.isFreeCellToWalk;
            map.tag        = isFreeCell;
            map.MouseMove += CommonCode.map_MouseMove;
            map.MouseOut  += DefaultCursor;
            map.MouseClic += CommonCode.map_MouseClic;
            Manager.manager.GfxBgrList.Add(map);
            CommonCode.CurMapFreeCellToSpell = _0_0_0.isFreeCellToSpell;                        // mémoriser la méthode qui check les obstacles du map + les joueurs en combats pour accée a la methode isFreeCellToSpell
            CommonCode.CurMapFreeCellToWalk  = _0_0_0.isFreeCellToWalk;                         // // mémoriser la méthode qui check les obstacles du map + les joueurs en combats pour accée a la methode isFreeCellToWalk
            CommonCode.CurMap = "_0_0_0";                                                       // memorisation du nom de la classe pour l'accé du waypoint
            ///////////////////////////////////////////////////////////////////

            if (MainForm.grid)
            {
                Bmp grid = new Bmp(@"gfx\map\grille.dat", new Point(0, 0), "__grille", Manager.TypeGfx.Obj, true);
                grid.zindex = 1000;
                Manager.manager.GfxObjList.Add(grid);
            }

            // affichage du 1er obstacle arbre1.dat
            Bmp __statue_naruto = new Bmp(@"gfx\map\_0_0_0\obj\statue naruto.dat", new Point(30, 30), "__statue_naruto", 0, true, 1);

            __statue_naruto.point   = new Point(405, 300 - __statue_naruto.rectangle.Height + 50);
            __statue_naruto.zindex  = ((__statue_naruto.point.Y + __statue_naruto.rectangle.Height) / 30) * 100;
            __statue_naruto.TypeGfx = Manager.TypeGfx.Obj;
            Manager.manager.GfxObjList.Add(__statue_naruto);

            // demande des informations des joueurs
            GrabingMapActorsInformationRequestMessage grabingMapInformationRequestMessage = new GrabingMapActorsInformationRequestMessage();

            grabingMapInformationRequestMessage.Serialize();
            grabingMapInformationRequestMessage.Send();

            // demande des obj sur le map
            GrabingMapObjectsInformationRequestMessage grabinMapObjectsInformationRequestMessage =
                new GrabingMapObjectsInformationRequestMessage();

            grabinMapObjectsInformationRequestMessage.Serialize();
            grabinMapObjectsInformationRequestMessage.Send();

            HudHandle.ChatTextBox.Focus();

            // reinitialisation des variable
            CommonCode.blockNetFlow = false;
            CommonCode.ChatMsgFormat("S", "null", "blockNetFlow22 = false");
            Manager.manager.mainForm.Cursor = Cursors.Default;

            // check si le joueur été déjà en combat
            if (CommonCode.MyPlayerInfo.instance.Event == "inBattle")       // ce systeme de DecoReco en combat dois etre implementé da, sma class AutoSelectActorInBattleResponseMessage
            {
                // on recréer l'image du joueur
                CommonCode.RedrawPlayerAfterRespawnInBattle();
                Network.SendMessage("cmd•requireBattleData", true);
            }
        }
        private string _wayPointString;         //ex 10,8:10,9 ...10 = x et 8 = y et : séparateur entre les points

        public void Fetch(string[] commandStrings)
        {
            #region
            _actorPseudo    = commandStrings[1];
            _wayPointString = commandStrings[2];

            //verification si le joueur en question se trouve dans la liste des joueurs, si non c'est qu'il ya une désynchronisation avec le serveur, donc nous envoyer une cmd de réctification
            if (CommonCode.AllActorsInMap.Exists(f => ((Actor)f.tag).pseudo == _actorPseudo))
            {
                CommonCode.blockNetFlow = true;
                CommonCode.ChatMsgFormat("S", "null", "blockNetFlow8 = true");
                Bmp          ibPlayer        = CommonCode.AllActorsInMap.Find(f => ((Actor)f.tag).pseudo == _actorPseudo);
                string[]     tmpWayPointData = _wayPointString.Split(':');
                List <Point> wayPointList    = tmpWayPointData.Select(t => new Point(Convert.ToInt32(t.Split(',')[0]), Convert.ToInt32(t.Split(',')[1]))).ToList();

                //mouvement du personnage avec un thread
                if (MMORPG.Battle.state == Enums.battleState.state.idle)
                {
                    ((Actor)ibPlayer.tag).animatedAction = (wayPointList.Count > 5) ? Enums.AnimatedActions.Name.run : Enums.AnimatedActions.Name.walk;
                    ((Actor)ibPlayer.tag).wayPoint       = wayPointList;

                    Thread tAnimAction = new Thread(() => CommonCode.AnimAction(ibPlayer, wayPointList, ((wayPointList.Count > 5) ? 20 : 35)));
                    tAnimAction.Start();
                }
                else
                {
                    MMORPG.Battle.AllPlayersByOrder.Find(f => f.pseudo == _actorPseudo).animatedAction = (wayPointList.Count > 5) ? Enums.AnimatedActions.Name.run : Enums.AnimatedActions.Name.walk;
                    MMORPG.Battle.AllPlayersByOrder.Find(f => f.pseudo == _actorPseudo).wayPoint       = wayPointList;

                    // s'il s'agit de notre pérsonnage, il faut supprimer les cases qui représente la portés de notre sort
                    if (((Actor)ibPlayer.tag).pseudo == CommonCode.MyPlayerInfo.instance.pseudo)
                    {
                        // effacement de tous les chemain tracés avant
                        if (MMORPG.Battle.state == Enums.battleState.state.started)
                        {
                            for (int cntGfxBgr = Manager.manager.GfxBgrList.Count - 1; cntGfxBgr > 0; cntGfxBgr--)
                            {
                                if (Manager.manager.GfxBgrList[cntGfxBgr].Name() == "__wayPointRec")
                                {
                                    Rec rec = (Rec)Manager.manager.GfxBgrList[cntGfxBgr];
                                    rec.visible = false;
                                    rec.Child.Clear();
                                    Manager.manager.GfxBgrList.RemoveAt(cntGfxBgr);
                                }
                            }
                        }
                    }
                    // decrementation des pm2
                    Thread tAnimAction = new Thread(() => CommonCode.AnimAction(ibPlayer, wayPointList, 20));
                    MMORPG.Battle.AllPlayersByOrder.Find(f => f.pseudo == _actorPseudo).animatedAction = wayPointList.Count > 5 ? Enums.AnimatedActions.Name.run : Enums.AnimatedActions.Name.walk;
                    tAnimAction.Start();
                }
            }
            #endregion
        }
예제 #3
0
        public void Fetch(string[] commandStrings)
        {
            #region
            // le serveur n'approuve pas le déplacement
            CommonCode.ChatMsgFormat("S", "", CommonCode.TranslateText(109));
            Actor actor = (Actor)CommonCode.MyPlayerInfo.instance.ibPlayer.tag;

            // annulation du waypoint en attente
            if (MMORPG.Battle.state == Enums.battleState.state.idle)
            {
                actor.animatedAction = Enums.AnimatedActions.Name.idle;
                actor.wayPoint.Clear();
            }
            else
            {
                MMORPG.Battle.AllPlayersByOrder.Find(f => f.pseudo == CommonCode.MyPlayerInfo.instance.pseudo).animatedAction = Enums.AnimatedActions.Name.idle;
                MMORPG.Battle.AllPlayersByOrder.Find(f => f.pseudo == CommonCode.MyPlayerInfo.instance.pseudo).wayPoint.Clear();
            }
            //il faut jouer un son qui montre que ce n'est pas possible
            #endregion
        }
        public void Fetch(string[] commandStrings)
        {
            #region
            // deconnexion du joueur
            // suppression de ibPlayer si on ai pas en combat

            string _actor = commandStrings[1];

            if (MMORPG.Battle.state == Enums.battleState.state.idle)
            {
                Bmp allPlayers = CommonCode.AllActorsInMap.Find(f => ((Actor)f.tag).pseudo == _actor);
                if (allPlayers != null)
                {
                    allPlayers.visible = false;
                    CommonCode.AllActorsInMap.Remove(allPlayers);
                }
            }
            else
            {
                CommonCode.ChatMsgFormat("S", "null", _actor + " " + CommonCode.TranslateText(119));
            }

            //check si nous avons recus une demande de combat ou c'est nous qui ont envoyé cette demande
            if (CommonCode.ChallengeTo == _actor)
            {
                if (CommonCode.annulerChallengeMeDlg != null)
                {
                    CommonCode.CancelChallengeAsking(_actor);
                }
                else
                {
                    CommonCode.CancelChallengeRespond(_actor);
                }
            }
            #endregion
        }
예제 #5
0
        // elle contiens tous les données recus par le serveur et qui sont appliqués a tous les map
        public static void cmd(string stat)
        {
            string[] args = stat.Split('•');
            if (args[1] == "spellTileGranted")
            {
            }

            if (Battle.state == Enums.battleState.state.started && CommonCode.blockNetFlow)
            {
                bool blockCmd = true;
                if (args.Length == 5 && args[1] == "ChatMessage")
                {
                    blockCmd = false;
                }
                else if (args.Length == 3 && args[1] == "CheckAndUpdateStates")
                {
                    blockCmd = false;
                }
                else if (args.Length == 2 && args[1] == "spellTileNotAllowed")
                {
                    blockCmd = false;
                }

                // bloquer les cmd quand un joueur lance un sort pour ne pas mélanger les animations
                if (blockCmd)
                {
                    CommonCode.cmdBlockedBySpellInPRogress.Add(stat);
                }
                return;
            }

            if (CommonCode.debug)
            {
                CommonCode.ChatMsgFormat("S", "null", stat);
            }

            if (Manager.manager.mainForm.IsDisposed)
            {
                return;
            }

            if (args.Length == 5 && args[1] == "ChatMessage")
            {
                #region
                // cmd•ChatMessage•canal•user•message
                CommonCode.ChatMsgFormat(args[2], args[3], args[4]);
                #endregion
            }
            else if (args.Length == 3 && args[1] == "askingToChallenge")
            {
                #region
                if (!CommonCode.isBusy())
                {
                    // reception d'une demande de duel
                    // affichage d'une fenetre d'acceptation ou refus du duel
                    CommonCode.DrawAskingToChallengeMeMenu(args[2]);
                }
                #endregion
            }
            else if (args.Length == 3 && args[1] == "waitingToChallenge")
            {
                CommonCode.DrawAskingToChallengeHimMenu(args[2]);
            }
            else if (args.Length == 3 && args[1] == "CancelChallengeRespond")
            {
                #region
                // le jouer qui va etre défié annule cette demande
                if (CommonCode.ChallengeTo == args[2])
                {
                    CommonCode.annulerChallengeHimDlg.visible = false;
                    Manager.manager.GfxTopList.Remove(CommonCode.annulerChallengeHimDlg);
                    CommonCode.annulerChallengeHimDlg = null;
                    CommonCode.ChallengeTo            = "";
                }
                #endregion
            }
            else if (args.Length == 2 && args[1] == "playerBusyToChallengeYou")
            {
                #region
                // le joueur est occupé
                // effacement du demande de défie
                MessageBox.Show(CommonCode.TranslateText(105));
                CommonCode.ChallengeTo = "";
                #endregion
            }

            else if (args.Length == 4 && args[1] == "battleIniNewPos")
            {
                #region changement de position d'un joueur lors du temps d'attente du combat
                // verification si state=initialisation
                if (Battle.state == Enums.battleState.state.initialisation)
                {
                    // check si l'utilisateur se trouve parmie les joueurs sideA & sideB
                    if (Battle.SideA.Exists(e => e.pseudo == args[2]))
                    {
                        Point p        = new Point(int.Parse(args[3].Split('/')[0]) * 30, int.Parse(args[3].Split('/')[1]) * 30);
                        Bmp   ibPlayer = Battle.SideA.Find(e => e.pseudo == args[2]).ibPlayer;
                        ibPlayer.point = new Point(p.X + 15 - (ibPlayer.rectangle.Width / 2), p.Y + 15 - ibPlayer.rectangle.Height);
                        (ibPlayer.tag as Actor).realPosition = new Point(p.X / 30, p.Y / 30);
                        Actor piib = Battle.SideA.Find(f => f.pseudo == args[2]);
                        piib.realPosition = new Point(p.X / 30, p.Y / 30);
                        CommonCode.VerticalSyncZindex(ibPlayer);
                    }
                    else if (Battle.SideB.Exists(e => e.pseudo == args[2]))
                    {
                        Point p        = new Point(int.Parse(args[3].Split('/')[0]) * 30, int.Parse(args[3].Split('/')[1]) * 30);
                        Bmp   ibPlayer = Battle.SideB.Find(e => e.pseudo == args[2]).ibPlayer;
                        ibPlayer.point = new Point(p.X + 15 - (ibPlayer.rectangle.Width / 2), p.Y + 15 - ibPlayer.rectangle.Height);
                        (ibPlayer.tag as Actor).realPosition = new Point(p.X / 30, p.Y / 30);
                        Actor piib = Battle.SideB.Find(f => f.pseudo == args[2]);
                        piib.realPosition = new Point(p.X / 30, p.Y / 30);
                        CommonCode.VerticalSyncZindex(ibPlayer);
                    }
                }
                #endregion
            }
            else if (args.Length == 4 && args[1] == "CloseBattle")
            {
                #region
                HudHandle.UpdateHealth();
                Battle.CloseBattle(stat);
                CommonCode.blockNetFlow = false;       // liberer le flux au cas ou il été bloqué
                CommonCode.ChatMsgFormat("S", "null", "blockNetFlow7 = false");
                //Network.SendMessage("cmd•CheckAndUpdateStates", true);
                SyncFeaturesRequestMessage syncFeaturesRequestMessage = new SyncFeaturesRequestMessage();
                syncFeaturesRequestMessage.Serialize();
                syncFeaturesRequestMessage.Send();
                #endregion
            }
            else if (args.Length == 3 && args[1] == "change map")
            {
                CommonCode.ChangeMap(args[2]);
            }
            else if (args.Length == 6 && args[1] == "BattleStarted")
            {
                #region
                // cmd•BattleStats•data (data = info des 2 jours des 2 teams)• + player qui a la main__TimeLeftToPlayRec2
                // data = data += _battle.sideA[cnt2].Pseudo + "#" + BattleStatsPDB.reader["classe"].ToString() + "#" + BattleStatsPDB.reader["village"].ToString() + "#" + BattleStatsPDB.reader["MaskColors"].ToString() + "#" + BattleStatsPDB.reader["level"].ToString() + "#" + BattleStatsPDB.reader["rang"].ToString() + "#" + BattleStatsPDB.reader["CurrentPdv"].ToString() + "#" + BattleStatsPDB.reader["TotalPdv"].ToString() + "#" + BattleStatsPDB.reader["doton"].ToString() + "#" + BattleStatsPDB.reader["katon"].ToString() + "#" + BattleStatsPDB.reader["futon"].ToString() + "#" + BattleStatsPDB.reader["raiton"].ToString() + "#" + BattleStatsPDB.reader["suiton"].ToString() + "#" + BattleStatsPDB.reader["usingDoton"].ToString() + "#" + BattleStatsPDB.reader["usingKaton"].ToString() + "#" + BattleStatsPDB.reader["usingFuton"].ToString() + "#" + BattleStatsPDB.reader["usingRaiton"].ToString() + "#" + BattleStatsPDB.reader["usingSuiton"].ToString() + "#" + BattleStatsPDB.reader["equipedDoton"].ToString() + "#" + BattleStatsPDB.reader["equipedKaton"].ToString() + "#" + BattleStatsPDB.reader["equipedFuton"].ToString() + "#" + BattleStatsPDB.reader["equipedRaiton"].ToString() + "#" + BattleStatsPDB.reader["suitonEquiped"].ToString() + "#" + BattleStatsPDB.reader["pc"].ToString() + "#" + BattleStatsPDB.reader["pm"].ToString() + "#" + BattleStatsPDB.reader["pe"].ToString() + "#" + BattleStatsPDB.reader["cd"].ToString() + "#" + BattleStatsPDB.reader["invoc"].ToString() + "#" + BattleStatsPDB.reader["initiative"].ToString() + "#" + BattleStatsPDB.reader["esquivePC"].ToString() + "#" + BattleStatsPDB.reader["esquivePM"].ToString() + "#" + BattleStatsPDB.reader["esquivePE"].ToString() + "#" + BattleStatsPDB.reader["esquiveCD"].ToString() + "#" + BattleStatsPDB.reader["retraitPC"].ToString() + "#" + BattleStatsPDB.reader["retraitPM"].ToString() + "#" + BattleStatsPDB.reader["retraitPE"].ToString() + "#" + BattleStatsPDB.reader["retraitCD"].ToString() + "#" + BattleStatsPDB.reader["evasion"].ToString() + "#" + BattleStatsPDB.reader["blocage"].ToString() + "#" + BattleStatsPDB.reader["puissance"].ToString() + "#" + BattleStatsPDB.reader["puissanceEquiped"].ToString() + "#" + BattleStatsPDB.reader["sorts"] + "|"  + sideB.pseudo ....
                CommonCode.RefreshPlayersDataInBattle(args);
                //verification si les 2 learders ont la meme initiative, si oui, le variable cmd[4] contiens le nom de l'utilisateur séléctionné aléatoirement
                Battle.PlayerTurn = args[4];
                CommonCode.ReorderAvatarPlayers(args[4]);

                #region
                // le serveur annonce le commancement du combat et fournie le temps d'attente pour le déplacement
                // selection du joueur qui dois jouer en 1er
                Battle.TimeToPlayInBattle = Convert.ToInt32(args[5]);
                Battle.TimeLeftToPlay     = Convert.ToInt32(args[5]);

                // affichage du TimeLeftToPlayRec1
                HudHandle.TimeLeftToPlayRec1 = new Rec(Brushes.Black, new Point(HudHandle.HealthBarRec1.point.X, HudHandle.HealthBarRec1.point.Y - 38), new Size(38, 38), "__TimeLeftToPlayRec1", Manager.TypeGfx.Top, true);
                Rec TimeLeftToPlayRec2 = new Rec(Brushes.White, new Point(1, 1), new Size(36, 36), "__TimeLeftToPlayRec2", Manager.TypeGfx.Top, true);
                TimeLeftToPlayRec2.zindex = 1;
                HudHandle.TimeLeftToPlayRec1.Child.Add(TimeLeftToPlayRec2);
                Rec TimeLeftToPlayBar = new Rec(Brushes.Silver, new Point(2, 2), new Size(34, 34), "__TimeLeftToPlayBar", Manager.TypeGfx.Top, true);
                TimeLeftToPlayBar.zindex = 2;
                HudHandle.TimeLeftToPlayRec1.Child.Add(TimeLeftToPlayBar);
                Manager.manager.GfxTopList.Add(HudHandle.TimeLeftToPlayRec1);

                // affichage du text du temps restant pour jouer "en seconds"
                HudHandle.TimeLeftToPlayTxt1 = new Txt(Battle.TimeToPlayInBattle.ToString(), new Point(0, HudHandle.TimeLeftToPlayRec1.point.Y + 10), "__TimeLeftToPlayTxt1", Manager.TypeGfx.Top, false, new Font("verdana", 9, FontStyle.Bold), Brushes.Black);
                Manager.manager.GfxTopList.Add(HudHandle.TimeLeftToPlayTxt1);

                // effacement des images de positions et du compteur, des fois les cases reste pour des raisons que j'ignore
                Manager.manager.GfxBgrList.RemoveAll(f => f.Name() == "__validePosT1Rec");
                Manager.manager.GfxBgrList.RemoveAll(f => f.Name() == "__validePosT2Rec");
                Manager.manager.GfxTopList.RemoveAll(f => f.Name() == "Chrono_TimeOut");
                Battle.TimeLeftLabel.visible = false;

                // éffacement des images de vérrouillage de la position du personnage
                Manager.manager.GfxObjList.RemoveAll(f => f.Name().Length > 12 && f.Name().Substring(0, 12) == "__posLocked_");

                // un thread qui vérifie tout le temps si les animations liés au lancement du sort sont terminé + l'achévement du joueur. .. pour executer les cmd en instance
                new Thread(new ThreadStart(() =>
                {
                    Thread.CurrentThread.Name = "__Purge_CMD_Thread";
                    while (!Manager.manager.mainForm.IsDisposed)
                    {
                        if (Battle.state == Enums.battleState.state.idle)
                        {
                            if (CommonCode.cmdBlockedBySpellInPRogress.Count == 0)
                            {
                                break;
                            }
                            else
                            {
                                while (CommonCode.cmdBlockedBySpellInPRogress.Count > 0 && !Manager.manager.mainForm.IsDisposed)
                                {
                                    // reinvocation du thread principale pour reprendre la reléve
                                    // verification que la fenetre na pas quité
                                    Manager.manager.mainForm.BeginInvoke((Action)(() =>
                                    {
                                        network_Command_Dispatcher.cmd(CommonCode.cmdBlockedBySpellInPRogress[0]);
                                        CommonCode.cmdBlockedBySpellInPRogress.RemoveAt(0);
                                    }));
                                    Thread.Sleep(500);
                                }
                            }
                        }
                        else if (!CommonCode.blockNetFlow)
                        {
                            // executer les cmd en instance tant qu'aucun sort n'est lancé ou encours
                            while (CommonCode.cmdBlockedBySpellInPRogress.Count > 0 && !Manager.manager.mainForm.IsDisposed)
                            {
                                if (!CommonCode.blockNetFlow)
                                {
                                    Manager.manager.mainForm.BeginInvoke((Action)(() =>
                                    {
                                        if (CommonCode.cmdBlockedBySpellInPRogress.Count > 0)
                                        {
                                            network_Command_Dispatcher.cmd(CommonCode.cmdBlockedBySpellInPRogress[0]);
                                            CommonCode.cmdBlockedBySpellInPRogress.RemoveAt(0);
                                        }
                                        else
                                        {
                                            return;
                                        }
                                    }));

                                    Thread.Sleep(500);
                                }
                                else
                                {
                                    break;
                                }
                            }
                        }

                        Thread.Sleep(500);
                    }
                })).Start();

                // lancement du thread qui calcule le temps d'attente du jouer
                if (Battle.TimeLeftToPlayT.Enabled == true)
                {
                    Battle.TimeLeftToPlayT.Stop();
                }
                Battle.TimeLeftToPlayT.Start();
                Battle.state = Enums.battleState.state.started;

                // thread qui affiche un petit indicateur au dessus du personnage en focus
                Thread focusPlayer = new Thread(new ThreadStart(CommonCode.FocusPlayerByArrow));
                focusPlayer.Start();

                CommonCode.turnPast(Battle.PlayerTurn, false);
                #endregion
                #endregion
            }
            else if (args.Length == 3 && args[1] == "BattleTurnPast")
            {
                #region
                CommonCode.turnPast(args[2], true);
                #endregion
            }
            else if (args.Length == 2 && args[1] == "obstacleFound")
            {
                #region
                // impossible de jouer le sort
                CommonCode.ChatMsgFormat("S", "", CommonCode.TranslateText(109));
                // annulation du waypoint en attente

                Battle.AllPlayersByOrder.Find(f => f.pseudo == CommonCode.MyPlayerInfo.instance.pseudo).animatedAction = Enums.AnimatedActions.Name.idle;
                Battle.AllPlayersByOrder.Find(f => f.pseudo == CommonCode.MyPlayerInfo.instance.pseudo).wayPoint.Clear();
                #endregion
            }
            else if (args.Length == 10 && args[1] == "spellTileGranted")
            {
                #region sorts
                // diminution des pc
                //PlayerInfo CurPlayerInfo = Battle.AllPlayersByOrder.Find(f => f.Pseudo == commune.MyPlayerInfo.instance.Pseudo);

                // cmd des sorts lancées
                // cmd•spellTileGranted•roxor•sortID•posX•posY•spellColor•spellLvl•Dom(jet:x|cd:true ou false|chakra:futon...|dom:total|roxed des dom et # comme séparateur sur plusieurs instance de rox simultanés|deadList:joueurMort1:joueurMort2...|closedBattle:true ou false    séparé par # s'il sagit de plusieurs rox en meme temps•PcUsed
                spells.animSpellAction(args[2], new Point(Convert.ToInt16(args[4]), Convert.ToInt16(args[5])), Convert.ToInt16(args[3]), args[6], Convert.ToInt16(args[7]), args[8], args[9]);
                #endregion
            }
            else if (args.Length == 2 && args[1] == "spellTileNotAllowed")
            {
                #region
                // impossible de jouer le sort
                CommonCode.ChatMsgFormat("S", "", CommonCode.TranslateText(116));
                // annulation du waypoint en attente
                Battle.AllPlayersByOrder.Find(f => f.pseudo == CommonCode.MyPlayerInfo.instance.pseudo).animatedAction = Enums.AnimatedActions.Name.idle;
                Battle.AllPlayersByOrder.Find(f => f.pseudo == CommonCode.MyPlayerInfo.instance.pseudo).wayPoint.Clear();
                #endregion
            }
            else if (args.Length == 2 && args[1] == "spellPointNotEnoughPe")
            {
                #region
                // impossible de jouer le sort
                CommonCode.ChatMsgFormat("S", "", CommonCode.TranslateText(117));
                // annulation du waypoint en attente
                Battle.AllPlayersByOrder.Find(f => f.pseudo == CommonCode.MyPlayerInfo.instance.pseudo).animatedAction = Enums.AnimatedActions.Name.idle;
                Battle.AllPlayersByOrder.Find(f => f.pseudo == CommonCode.MyPlayerInfo.instance.pseudo).wayPoint.Clear();
                #endregion
            }
            else if (args.Length == 2 && args[1] == "spellNotEnoughPc")
            {
                #region
                // impossible de jouer le sort
                CommonCode.ChatMsgFormat("S", "", CommonCode.TranslateText(122));
                #endregion
            }
            else if (args.Length == 4 && args[1] == "CheckAndUpdateStates")
            {
                #region
                // cmd pour update des states apres la cloture du combat et les states de mon joueur seulement
                // "cmd•CheckAndUpdateStates•"Pseudo#ClasseName#Spirit#SpiritLvl#Pvp#village#MaskColors#Orientation#Level#map#rang
                //#CurrentPdv#totalPdv#xp#TotalXp#doton#katon#futon#raiton#suiton#chakralvl2
                //#chakralvl3#chakralvl4#chakralvl5#chakralvl6#usingDoton#usingKaton#usingFuton#usingRaiton#usingSuiton#equipedDoton
                //#equipedKaton#equipedFuton#equipedRaiton#suitonEquiped#pc#pm#pe#cd#invoc#Initiative
                //#job1#job2#specialite1#specialite2#TotalPoid#CurrentPoid#Ryo#resiDoton#resiKaton#resiFuton
                //#resiRaiton#resiSuiton#esquivePC#esquivePM#esquivePE#esquiveCD#retraitPC#retraitPM#retraitPE#retraitCD
                //#evasion#blocage#_sorts#resiDotonFix#resiKatonFix#resiFutonFix#resiRaitonFix#resiSuitonFix#resiFix#domDotonFix
                //#domKatonFix#domFutonFix#domRaitonFix#domSuitonFix#domFix#puissance#puissanceEquiped"•quete•null•pi.spellPointLeft
                string[] states = args[2].Split('#');

                string actorName = states[0];
                Enums.ActorClass.ClassName className = (Enums.ActorClass.ClassName)Enum.Parse(typeof(Enums.ActorClass.ClassName), states[1]);
                Enums.Spirit.Name          spirit    = (Enums.Spirit.Name)Enum.Parse(typeof(Enums.Spirit.Name), states[2]);
                int  spiritLevel = int.Parse(states[3]);
                bool pvpEnabled  = bool.Parse(states[4]);
                Enums.HiddenVillage.Names hiddenVillage = (Enums.HiddenVillage.Names)Enum.Parse(typeof(Enums.HiddenVillage.Names), states[5]);
                string              maskColorsString    = states[6];
                string[]            maskColors          = states[6].Split('/');
                int                 orientation         = int.Parse(states[7]);
                int                 level             = int.Parse(states[8]);
                string              map               = states[9];
                Enums.Rang.official officialRang      = (Enums.Rang.official)Enum.Parse(typeof(Enums.Rang.official), states[10]);
                int                 currentHealth     = int.Parse(states[11]);
                int                 maxHealth         = int.Parse(states[12]);
                int                 currentXp         = int.Parse(states[13]);
                int                 maxXp             = int.Parse(states[14]);
                int                 doton             = int.Parse(states[15]);
                int                 katon             = int.Parse(states[16]);
                int                 futon             = int.Parse(states[17]);
                int                 raiton            = int.Parse(states[18]);
                int                 suiton            = int.Parse(states[19]);
                int                 chakra1Level      = int.Parse(states[20]);
                int                 chakra2Level      = int.Parse(states[21]);
                int                 chakra3Level      = int.Parse(states[22]);
                int                 chakra4Level      = int.Parse(states[23]);
                int                 chakra5Level      = int.Parse(states[24]);
                int                 usingDoton        = int.Parse(states[25]);
                int                 usingKaton        = int.Parse(states[26]);
                int                 usingFuton        = int.Parse(states[27]);
                int                 usingRaiton       = int.Parse(states[28]);
                int                 usingSuiton       = int.Parse(states[29]);
                int                 equipedDoton      = int.Parse(states[30]);
                int                 equipedKaton      = int.Parse(states[31]);
                int                 equipedFuton      = int.Parse(states[32]);
                int                 equipedRaiton     = int.Parse(states[33]);
                int                 equipedSuiton     = int.Parse(states[34]);
                int                 originalPc        = int.Parse(states[35]);
                int                 originalPm        = int.Parse(states[36]);
                int                 pe                = int.Parse(states[37]);
                int                 cd                = int.Parse(states[38]);
                int                 summons           = int.Parse(states[39]);
                int                 initiative        = int.Parse(states[40]);
                string              job1              = states[41];
                string              job2              = states[42];
                string              specialty1        = states[43];
                string              specialty2        = states[44];
                int                 maxWeight         = int.Parse(states[45]);
                int                 currentWeight     = int.Parse(states[46]);
                int                 ryo               = int.Parse(states[47]);
                int                 resiDotonPercent  = int.Parse(states[48]);
                int                 resiKatonPercent  = int.Parse(states[49]);
                int                 resiFutonPercent  = int.Parse(states[50]);
                int                 resiRaitonPercent = int.Parse(states[51]);
                int                 resiSuitonPercent = int.Parse(states[52]);
                int                 dodgePc           = int.Parse(states[53]);
                int                 dodgePm           = int.Parse(states[54]);
                int                 dodgePe           = int.Parse(states[55]);
                int                 dodgeCd           = int.Parse(states[56]);
                int                 removePc          = int.Parse(states[57]);
                int                 removePm          = int.Parse(states[58]);
                int                 removePe          = int.Parse(states[59]);
                int                 removeCd          = int.Parse(states[60]);
                int                 escape            = int.Parse(states[61]);
                int                 blocage           = int.Parse(states[62]);
                string              spells            = states[63];
                int                 resiDotonFix      = int.Parse(states[64]);
                int                 resiKatonFix      = int.Parse(states[65]);
                int                 resiFutonFix      = int.Parse(states[66]);
                int                 resiRaitonFix     = int.Parse(states[67]);
                int                 resiSuitonFix     = int.Parse(states[68]);
                int                 resiFix           = int.Parse(states[69]);
                int                 domDotonFix       = int.Parse(states[70]);
                int                 domKatonFix       = int.Parse(states[71]);
                int                 domFutonFix       = int.Parse(states[72]);
                int                 domRaitonFix      = int.Parse(states[73]);
                int                 domSuitonFix      = int.Parse(states[74]);
                int                 domFix            = int.Parse(states[75]);
                int                 power             = int.Parse(states[76]);
                int                 equipedPower      = int.Parse(states[77]);

                string questString = args[3];

                int spellPointLeft = int.Parse(args[4]);

                // creation d'une instance Bmp vide just pour contenir les infos dans le tag
                CommonCode.MyPlayerInfo.instance.ibPlayer     = new Bmp();
                CommonCode.MyPlayerInfo.instance.ibPlayer.tag = new Actor();
                Actor pi = CommonCode.MyPlayerInfo.instance.ibPlayer.tag as Actor;
                pi.pseudo          = actorName;
                pi.className       = className;
                pi.spirit          = spirit;
                pi.spiritLevel     = spiritLevel;
                pi.pvpEnabled      = pvpEnabled;
                pi.hiddenVillage   = hiddenVillage;
                pi.maskColorString = maskColorsString;
                pi.directionLook   = orientation;
                pi.level           = level;
                pi.map             = map;
                pi.officialRang    = officialRang;
                pi.currentHealth   = currentHealth;
                pi.maxHealth       = maxHealth;
                pi.currentXp       = currentXp;
                pi.maxXp           = maxXp;
                pi.doton           = doton;
                pi.katon           = katon;
                pi.futon           = futon;
                pi.raiton          = raiton;
                pi.suiton          = suiton;

                // association des données des chakralvl2,3,4,5
                CommonCode.chakra1Level = chakra1Level;
                CommonCode.chakra2Level = chakra2Level;
                CommonCode.chakra3Level = chakra3Level;
                CommonCode.chakra4Level = chakra4Level;
                CommonCode.chakra5Level = chakra5Level;

                pi.usingDoton        = usingDoton;
                pi.usingKaton        = usingKaton;
                pi.usingFuton        = usingFuton;
                pi.usingRaiton       = usingRaiton;
                pi.usingSuiton       = usingSuiton;
                pi.equipedDoton      = equipedDoton;
                pi.equipedKaton      = equipedKaton;
                pi.equipedFuton      = equipedFuton;
                pi.equipedRaiton     = equipedRaiton;
                pi.equipedSuiton     = equipedSuiton;
                pi.originalPc        = originalPc;
                pi.originalPm        = originalPm;
                pi.pe                = pe;
                pi.cd                = cd;
                pi.summons           = summons;
                pi.initiative        = initiative;
                pi.job1              = job1;
                pi.job2              = job2;
                pi.specialty1        = specialty1;
                pi.specialty2        = specialty2;
                pi.maxWeight         = maxWeight;
                pi.currentWeight     = currentWeight;
                pi.ryo               = ryo;
                pi.resiDotonPercent  = resiDotonPercent;
                pi.resiKatonPercent  = resiKatonPercent;
                pi.resiFutonPercent  = resiFutonPercent;
                pi.resiRaitonPercent = resiRaitonPercent;
                pi.resiSuitonPercent = resiSuitonPercent;
                pi.dodgePc           = dodgePc;
                pi.dodgePm           = dodgePm;
                pi.dodgePe           = dodgePe;
                pi.dodgeCd           = dodgeCd;
                pi.removePc          = removePc;
                pi.removePm          = removePm;
                pi.removePe          = removePe;
                pi.removeCd          = removeCd;
                pi.escape            = escape;
                pi.blocage           = blocage;

                if (spells != "")
                {
                    for (int cnt = 0; cnt < spells.Split('|').Length; cnt++)
                    {
                        string tmp_data = spells.Split('|')[cnt];
                        Actor.SpellsInformations _info_sorts = new Actor.SpellsInformations();
                        _info_sorts.sortID      = Convert.ToInt32(tmp_data.Split(':')[0].ToString());
                        _info_sorts.emplacement = Convert.ToInt32(tmp_data.Split(':')[1].ToString());
                        _info_sorts.level       = Convert.ToInt32(tmp_data.Split(':')[2]);
                        _info_sorts.colorSort   = Convert.ToInt32(tmp_data.Split(':')[3]);
                        pi.spells.Add(_info_sorts);
                    }
                }

                pi.resiDotonFix  = resiDotonFix;
                pi.resiKatonFix  = resiKatonFix;
                pi.resiFutonFix  = resiFutonFix;
                pi.resiRaitonFix = resiRaitonFix;
                pi.resiSuitonFix = resiSuitonFix;
                pi.resiFix       = resiFix;
                pi.domDotonFix   = domDotonFix;
                pi.domKatonFix   = domKatonFix;
                pi.domFutonFix   = domFutonFix;
                pi.domRaitonFix  = domRaitonFix;
                pi.domSuitonFix  = domSuitonFix;
                pi.domFix        = domFix;
                pi.power         = power;
                pi.equipedPower  = equipedPower;

                // convertir la list de quete en string
                if (questString != "")
                {
                    for (int cnt = 0; cnt < questString.Split('/').Length; cnt++)
                    {
                        string _quest = questString.Split('/')[cnt];
                        Actor.QuestInformations qi = new Actor.QuestInformations();
                        qi.nom_quete   = _quest.Split(':')[0];
                        qi.totalSteps  = Convert.ToInt16(_quest.Split(':')[1]);
                        qi.currentStep = Convert.ToInt16(_quest.Split(':')[2]);
                        qi.submited    = Convert.ToBoolean(_quest.Split(':')[3]);
                        pi.Quests.Add(qi);
                    }
                }

                CommonCode.CurMap = pi.map;

                // level
                MenuStats.StatsLevel.Text = CommonCode.TranslateText(50) + " " + pi.level;

                // affichage du rang général
                MenuStats.Rang.Text = CommonCode.officialRangToCurrentLangTranslation(pi.officialRang);

                // affichage du level Pvp
                MenuStats.LevelPvp.Text = pi.spiritLevel.ToString();

                // affichage du grade Pvp
                if (spirit != Enums.Spirit.Name.neutral)
                {
                    MenuStats.GradePvp = new Bmp(@"gfx\general\obj\2\" + pi.spirit + @"\" + MenuStats.LevelPvp.Text + ".dat", new Point(276 + (15 - Convert.ToInt16(MenuStats.LevelPvp.Text)), 2), new Size(40 + Convert.ToInt16(MenuStats.LevelPvp.Text), 20 + Convert.ToInt16(MenuStats.LevelPvp.Text)), "PlayerStats." + pi.spirit, Manager.TypeGfx.Top, true, 1);
                    MenuStats.StatsImg.Child.Add(MenuStats.GradePvp);
                }

                // update des pdv
                HudHandle.UpdateHealth();

                MenuStats.Flag = new Bmp(@"gfx\general\obj\1\pays_thumbs.dat", new Point(240, 8), "__Flag", Manager.TypeGfx.Top, true, 1, SpriteSheet.GetSpriteSheet("pays_" + pi.hiddenVillage + "_thumbs", 0));
                MenuStats.StatsImg.Child.Add(MenuStats.Flag);
                MenuStats.LFlag.Text          = hiddenVillage.ToString();
                MenuStats.Fusion1.Text        = CommonCode.TranslateText(75);
                MenuStats.Fusion2.Text        = CommonCode.TranslateText(75);
                MenuStats.NiveauGaugeTxt.Text = CommonCode.TranslateText(50) + " " + pi.level;

                // NiveauGaugeRecPercent, barre de progression du niveau
                // calcule du pourcentage du niveau en progression
                int CurrentProgressLevel = pi.currentXp;
                int TotalProgressLevel   = pi.maxXp;
                int PercentProgressLevel = 0;

                if (TotalProgressLevel != 0)
                {
                    PercentProgressLevel = (CurrentProgressLevel * 100) / TotalProgressLevel;
                }
                else
                {
                    PercentProgressLevel = 100;
                }

                MenuStats.NiveauGaugeRecPercent.size.Width = (258 * PercentProgressLevel) / 100;

                // affichage du label progression lvl
                MenuStats.NiveauGaugeTxtCurrent.Text  = CurrentProgressLevel + "/" + TotalProgressLevel + " (" + PercentProgressLevel + "%)";
                MenuStats.NiveauGaugeTxtCurrent.point = new Point(MenuStats.NiveauGaugeRec2.point.X + (MenuStats.NiveauGaugeRec2.size.Width / 2) - (TextRenderer.MeasureText(MenuStats.NiveauGaugeTxtCurrent.Text, MenuStats.NiveauGaugeTxtCurrent.font).Width / 2), MenuStats.NiveauGaugeRec2.point.Y);

                // raffrechissement du text pour des mesures de changement de langue
                MenuStats.AffiniteElementaireTxt.Text = CommonCode.TranslateText(76);
                MenuStats.terreStats.Text             = "(" + CommonCode.TranslateText(77) + ")";
                MenuStats.FeuStats.Text    = "(" + CommonCode.TranslateText(78) + ")";
                MenuStats.VentStats.Text   = "(" + CommonCode.TranslateText(79) + ")";
                MenuStats.FoudreStats.Text = "(" + CommonCode.TranslateText(80) + ")";
                MenuStats.EauStats.Text    = "(" + CommonCode.TranslateText(81) + ")";

                MenuStats.TerrePuissance.Text  = "(" + pi.doton + "+" + pi.equipedDoton + ")=" + (pi.doton + pi.equipedDoton);
                MenuStats.FeuPuissance.Text    = "(" + pi.katon + "+" + pi.equipedKaton + ")=" + (pi.katon + pi.equipedKaton);
                MenuStats.VentPuissance.Text   = "(" + pi.futon + "+" + pi.equipedFuton + ")=" + (pi.futon + pi.equipedFuton);
                MenuStats.FoudrePuissance.Text = "(" + pi.raiton + "+" + pi.equipedRaiton + ")=" + (pi.raiton + pi.equipedRaiton);
                MenuStats.EauPuissance.Text    = "(" + pi.suiton + "+" + pi.equipedSuiton + ")=" + (pi.suiton + pi.equipedSuiton);

                MenuStats.Lvl1RegleTxt.Text = CommonCode.TranslateText(82);
                MenuStats.Lvl2RegleTxt.Text = CommonCode.TranslateText(83);
                MenuStats.Lvl3RegleTxt.Text = CommonCode.TranslateText(84);
                MenuStats.Lvl4RegleTxt.Text = CommonCode.TranslateText(85);
                MenuStats.Lvl5RegleTxt.Text = CommonCode.TranslateText(86);
                MenuStats.Lvl6RegleTxt.Text = CommonCode.TranslateText(87);

                // affichage de la gauge lvl chakra selon les points
                MenuStats.Lvl2ReglePts.Text = CommonCode.chakra1Level.ToString();
                MenuStats.Lvl3ReglePts.Text = CommonCode.chakra2Level.ToString();
                MenuStats.Lvl4ReglePts.Text = CommonCode.chakra3Level.ToString();
                MenuStats.Lvl5ReglePts.Text = CommonCode.chakra4Level.ToString();
                MenuStats.Lvl6ReglePts.Text = CommonCode.chakra5Level.ToString();

                // modification du lvl de l'utilisation de l'element
                CommonCode.UpdateUsingElement(Enums.Chakra.Element.doton, pi.usingDoton);
                CommonCode.UpdateUsingElement(Enums.Chakra.Element.katon, pi.usingKaton);
                CommonCode.UpdateUsingElement(Enums.Chakra.Element.futon, pi.usingFuton);
                CommonCode.UpdateUsingElement(Enums.Chakra.Element.raiton, pi.usingRaiton);
                CommonCode.UpdateUsingElement(Enums.Chakra.Element.suiton, pi.equipedSuiton);

                MenuStats.DotonLvl.Text  = pi.usingDoton.ToString();
                MenuStats.KatonLvl.Text  = pi.usingKaton.ToString();
                MenuStats.FutonLvl.Text  = pi.usingFuton.ToString();
                MenuStats.RaitonLvl.Text = pi.usingRaiton.ToString();
                MenuStats.SuitonLvl.Text = pi.usingSuiton.ToString();

                // bar de vie selon les pdv 11 current, 12 total
                int TotalPdv   = pi.maxHealth;
                int CurrentPdv = pi.currentHealth;
                int X          = 0;
                if (TotalPdv != 0)
                {
                    X = (CurrentPdv * 100) / TotalPdv;
                }
                MenuStats.VieBar.size.Width = (236 * X) / 100;

                // point de vie dans Menustats
                MenuStats.VieLabel.Text = CommonCode.TranslateText(88);
                MenuStats.ViePts.Text   = CurrentPdv.ToString() + " / " + TotalPdv + " (" + X + "%)";
                //MenuStats.PCLabel.Text = common1.TranslateText(89);
                MenuStats.PC.Text = pi.originalPc.ToString();
                //MenuStats.PMLabel.Text = common1.TranslateText(90);
                MenuStats.PM.Text = pi.originalPm.ToString();
                //MenuStats.PELabel.Text = common1.TranslateText(91);
                MenuStats.PE.Text = pi.pe.ToString();
                //MenuStats.CDLabel.Text = common1.TranslateText(92);
                MenuStats.CD.Text = pi.cd.ToString();
                //MenuStats.InvocLabel.Text = common1.TranslateText(93);
                MenuStats.Invoc.Text = pi.summons.ToString();
                //MenuStats.InitiativeLabel.Text = common1.TranslateText(94);
                MenuStats.Initiative.Text       = pi.initiative.ToString();
                MenuStats.Job1Label.Text        = CommonCode.TranslateText(95) + " 1";
                MenuStats.Specialite1Label.Text = CommonCode.TranslateText(96) + " 1";
                MenuStats.Job2Labe1.Text        = CommonCode.TranslateText(95) + " 2";
                MenuStats.Specialite2Label.Text = CommonCode.TranslateText(96) + " 2";
                //////// playerData[41] = job1
                //////// playerdata[42] = job2
                //////// playerdata[43] = specialite1
                //////// playerdata[44] = specialite2
                MenuStats.PoidLabel.Text = CommonCode.TranslateText(97);
                int TotalPoid   = pi.maxWeight;
                int CurrentPoid = pi.currentWeight;
                int PercentPoid = (CurrentPoid * 100) / TotalPoid;
                MenuStats.PoidRec.size.Width   = (116 * PercentPoid) / 100;
                MenuStats.Poid.Text            = CurrentPoid + " / " + TotalPoid + " (" + PercentPoid + "%)";
                MenuStats.Poid.point.X         = MenuStats.PoidRec.point.X + 58 - (TextRenderer.MeasureText(MenuStats.Poid.Text, MenuStats.Poid.font).Width / 2);
                MenuStats.Ryo.Text             = CommonCode.MoneyThousendSeparation(pi.ryo.ToString());
                MenuStats.resiDotonTxt.Text    = pi.resiDotonPercent.ToString() + "%";
                MenuStats.resiKatonTxt.Text    = pi.resiKatonPercent.ToString() + "%";
                MenuStats.resiFutonTxt.Text    = pi.resiFutonPercent.ToString() + "%";
                MenuStats.resiRaitonTxt.Text   = pi.resiRaitonPercent.ToString() + "%";
                MenuStats.resiSuitonTxt.Text   = pi.resiSuitonPercent.ToString() + "%";
                MenuStats.__esquivePC_Txt.Text = pi.dodgePc.ToString();
                MenuStats.__esquivePM_Txt.Text = pi.dodgePm.ToString();
                MenuStats.__retraitPC_Txt.Text = pi.removePc.ToString();
                MenuStats.__retraitPM_Txt.Text = pi.removePm.ToString();

                pi.spellPointLeft = spellPointLeft;
                #endregion
            }
            else if (args.Length == 6 && args[1] == "recheckPosition")    // not used
            {
                #region

                /*/cmd•recheckPosition•pseudo•posX,posY•orientatuin•pm rstant si on combat
                 * string[] p = cmd[3].Split(',');
                 * if (Battle.state == "Started")
                 * {
                 *  PlayerInfo piib = Battle.AllPlayersByOrder.Find(f => f.Pseudo == cmd[2]);
                 *  if(piib != null)
                 *  {
                 *      Point playerPosition = new Point(Convert.ToInt16(p[0]), Convert.ToInt16(p[1]));
                 *      if (piib.realPosition.X != playerPosition.X || piib.realPosition.Y != playerPosition.Y)
                 *      {
                 *          MessageBox.Show("la position du client n'est pas la meme avec le serveur, en combat\n" + cmd[3]);
                 *      }
                 *  }
                 * }
                 * else
                 * {
                 *  if (commune.AllPlayers.Exists(i => (i.tag as PlayerInfo).Pseudo == cmd[2]))
                 *  {
                 *      Bmp ibPlayer = commune.AllPlayers.Find(i => (i.tag as PlayerInfo).Pseudo == cmd[2]);
                 *      Point playerPosition = new Point(Convert.ToInt16(p[0]), Convert.ToInt16(p[1]));
                 *      if ((ibPlayer.tag as PlayerInfo).realPosition.X != playerPosition.X || (ibPlayer.tag as PlayerInfo).realPosition.Y != playerPosition.Y)
                 *      {
                 *          MessageBox.Show("la position du client n'est pas la meme avec le serveur, hors combat");
                 *      }
                 *  }
                 * }*/
                #endregion
            }
            else if (args.Length == 2 && args[1] == "spellIntervalNotReached")
            {
                #region sort ne peux pas être lancé dans le tour actuelle
                CommonCode.ChatMsgFormat("B", "null", CommonCode.TranslateText(114));
                #endregion
            }
            else if (args.Length == 2 && args[1] == "spellRelanceParTourReached")
            {
                #region
                CommonCode.ChatMsgFormat("B", "null", CommonCode.TranslateText(150));
                #endregion
            }
            else if (args.Length == 2 && args[1] == "spellRelanceParJoueurReached")
            {
                #region
                CommonCode.ChatMsgFormat("B", "null", CommonCode.TranslateText(151));
                #endregion
            }
            else if (args.Length == 4 && args[1] == "BattlePosLocked")
            {
                #region joueur qui block sa position en étant en combat et en mode initialisation
                //cmd•BattlePosLocked•player•true or false pour lancer le combat
                Bmp          __posLocked = new Bmp(@"gfx\general\obj\1\all1.dat", Point.Empty, "__posLocked_" + args[2], Manager.TypeGfx.Obj, true, 1, SpriteSheet.GetSpriteSheet("_Main_option", 61));
                List <Actor> Lpiib       = new List <Actor>();
                Lpiib.AddRange(Battle.SideA);
                Lpiib.AddRange(Battle.SideB);
                Actor targetedPlayer = Lpiib.Find(f => f.pseudo == args[2]);
                if (targetedPlayer == null)
                {
                    return;
                }
                Point p = new Point(targetedPlayer.ibPlayer.point.X + (targetedPlayer.ibPlayer.rectangle.Width / 2) - (__posLocked.rectangle.Width / 2), targetedPlayer.ibPlayer.point.Y - __posLocked.rectangle.Height - 5);
                __posLocked.zindex = targetedPlayer.ibPlayer.zindex;
                __posLocked.point  = p;
                Manager.manager.GfxObjList.Add(__posLocked);

                if (args[3] == "True")
                {
                    // le combat commance suite au validation des pos
                    Battle.timeleft = 0;
                }
                #endregion
            }
            else if (args.Length == 3 && args[1] == "BattlePosUnlocked")
            {
                #region debloquage de la position en mode initialisation
                Manager.manager.GfxObjList.RemoveAll(f => f.Name().Length > 12 && f.Name() == "__posLocked_" + args[2]);
                #endregion
            }
            else if (args.Length == 2 && args[1] == "lockedPosition")
            {
                #region position verrouillé, quand un joueur a verrouillé sa pos et apres demande de la changer
                CommonCode.ChatMsgFormat("B", "null", CommonCode.TranslateText(152));
                #endregion
            }
            else if (args.Length == 2 && args[1] == "spellNotEnoughInvoc")
            {
                #region pas assez de points d'invocation
                CommonCode.ChatMsgFormat("S", "", CommonCode.TranslateText(154));
                #endregion
            }
            else if (args.Length == 2 && args[1] == "spellNeedEtatSennin")
            {
                #region pas assez de points d'invocation
                CommonCode.ChatMsgFormat("S", "", CommonCode.TranslateText(155));
                #endregion
            }
            else if (args.Length > 2 && args[1] == "submitedQuest")
            {
                #region on cherche la quete chez le joueur
                // "cmd•submitedQuest•FirstFight•submited"
                Actor.QuestInformations qi = (CommonCode.MyPlayerInfo.instance.ibPlayer.tag as Actor).Quests.Find(f => f.nom_quete == args[2]);
                if (qi != null)
                {
                    qi.submited    = true;
                    qi.currentStep = qi.totalSteps;
                    if (args[2] == "FirstFight")
                    {
                        // 1ere quete contre iruka
                        CommonCode.ChatMsgFormat("I", "System", CommonCode.TranslateText(184).Replace("%q%", qi.nom_quete));
                    }
                }
                else
                {
                    MessageBox.Show("une incoherance est trouvé sur le systeme des quete.");
                }
                #endregion
            }
            else if (args.Length > 2 && args[1] == "beganQuete")
            {
                #region ajouter une quete au joueur
                //"cmd•beganQuete•nom quete"
                Actor.QuestInformations qi = new Actor.QuestInformations();
                qi.nom_quete = args[2];
                (CommonCode.MyPlayerInfo.instance.ibPlayer.tag as Actor).Quests.Add(qi);
                CommonCode.ChatMsgFormat("I", "System", CommonCode.TranslateText(183).Replace("%q%", qi.nom_quete));
                #endregion
            }
            else if (args.Length == 5 && args[1] == "upgradedSpell")
            {
                #region augementation du level d'un sort
                //cmd•upgradedSpell•sortID•level•spellPointsLeft
                Actor pi      = CommonCode.MyPlayerInfo.instance.ibPlayer.tag as Actor;
                int   sortID  = Convert.ToInt16(args[2]);
                int   sortLvl = Convert.ToInt16(args[3]);
                pi.spells.Find(f => f.sortID == sortID).level = sortLvl;
                pi.spellPointLeft = Convert.ToInt16(args[4]);
                // on check si le panneau affichage de sort est present pour augementer le sort visuellement
                if (Manager.manager.GfxTopList.Exists(f => f.Name() == "__showSpellsParent"))
                {
                    MainForm.drawSpellsMenuInParent();

                    // mise à jours des points de sorts disponible au cas ou un changement à eu lieu
                    // cadre général parent
                    Rec showSpellsParent     = Manager.manager.GfxTopList.Find(f => f.Name() == "__showSpellsParent") as Rec;
                    Txt spellPointsLeftValue = showSpellsParent.Child.Find(f => f.Name() == "__spellPointsLeftValue") as Txt;
                    spellPointsLeftValue.Text = pi.spellPointLeft.ToString();
                }
                #endregion
            }
            else if (args.Length == 3 && args[1] == "spellHandlerNotFound")
            {
                // cmd•spellHandlerNotFound•" + spell.spellName
                CommonCode.ChatMsgFormat("I", "System", CommonCode.TranslateText(191) + " " + args[2]);
            }
            else if (args.Length == 2 && args[1] == "spellTargetNotAllowed")
            {
                // cmd•spellHandlerNotFound•" + spell.spellName
                CommonCode.ChatMsgFormat("I", "System", CommonCode.TranslateText(192) + " " + args[1]);
            }
        }