예제 #1
0
        public static CreateResult Create(CharacterCreateInfo characterCreateInfo, Weenie weenie, ObjectGuid guid, uint accountId, WeenieType weenieType, out Player player)
        {
            var heritageGroup = DatManager.PortalDat.CharGen.HeritageGroups[characterCreateInfo.Heritage];

            if (weenieType == WeenieType.Admin)
            {
                player = new Admin(weenie, guid, accountId);
            }
            else if (weenieType == WeenieType.Sentinel)
            {
                player = new Sentinel(weenie, guid, accountId);
            }
            else
            {
                player = new Player(weenie, guid, accountId);
            }

            player.SetProperty(PropertyInt.HeritageGroup, (int)characterCreateInfo.Heritage);
            player.SetProperty(PropertyString.HeritageGroup, heritageGroup.Name);
            player.SetProperty(PropertyInt.Gender, (int)characterCreateInfo.Gender);
            player.SetProperty(PropertyString.Sex, characterCreateInfo.Gender == 1 ? "Male" : "Female");

            //player.SetProperty(PropertyDataId.Icon, cgh.IconImage); // I don't believe this is used anywhere in the client, but it might be used by a future custom launcher

            // pull character data from the dat file
            var sex = heritageGroup.Genders[(int)characterCreateInfo.Gender];

            player.SetProperty(PropertyDataId.MotionTable, sex.MotionTable);
            player.SetProperty(PropertyDataId.SoundTable, sex.SoundTable);
            player.SetProperty(PropertyDataId.PhysicsEffectTable, sex.PhysicsTable);
            player.SetProperty(PropertyDataId.Setup, sex.SetupID);
            player.SetProperty(PropertyDataId.PaletteBase, sex.BasePalette);
            player.SetProperty(PropertyDataId.CombatTable, sex.CombatTable);

            // Check the character scale
            if (sex.Scale != 100u)
            {
                player.SetProperty(PropertyFloat.DefaultScale, (sex.Scale / 100f)); // Scale is stored as a percentage
            }
            // Get the hair first, because we need to know if you're bald, and that's the name of that tune!
            var hairstyle = sex.HairStyleList[Convert.ToInt32(characterCreateInfo.Apperance.HairStyle)];

            // Olthoi and Gear Knights have a "Body Style" instead of a hair style. These styles have multiple model/texture changes, instead of a single head/hairstyle.
            // Storing this value allows us to send the proper appearance ObjDesc
            if (hairstyle.ObjDesc.AnimPartChanges.Count > 1)
            {
                player.SetProperty(PropertyInt.Hairstyle, (int)characterCreateInfo.Apperance.HairStyle);
            }

            // Certain races (Undead, Tumeroks, Others?) have multiple body styles available. This is controlled via the "hair style".
            if (hairstyle.AlternateSetup > 0)
            {
                player.SetProperty(PropertyDataId.Setup, hairstyle.AlternateSetup);
            }

            player.SetProperty(PropertyDataId.EyesTexture, sex.GetEyeTexture(characterCreateInfo.Apperance.Eyes, hairstyle.Bald));
            player.SetProperty(PropertyDataId.DefaultEyesTexture, sex.GetDefaultEyeTexture(characterCreateInfo.Apperance.Eyes, hairstyle.Bald));
            player.SetProperty(PropertyDataId.NoseTexture, sex.GetNoseTexture(characterCreateInfo.Apperance.Nose));
            player.SetProperty(PropertyDataId.DefaultNoseTexture, sex.GetDefaultNoseTexture(characterCreateInfo.Apperance.Nose));
            player.SetProperty(PropertyDataId.MouthTexture, sex.GetMouthTexture(characterCreateInfo.Apperance.Mouth));
            player.SetProperty(PropertyDataId.DefaultMouthTexture, sex.GetDefaultMouthTexture(characterCreateInfo.Apperance.Mouth));
            player.Character.HairTexture        = sex.GetHairTexture(characterCreateInfo.Apperance.HairStyle);
            player.Character.DefaultHairTexture = sex.GetDefaultHairTexture(characterCreateInfo.Apperance.HairStyle);
            // HeadObject can be null if we're dealing with GearKnight or Olthoi
            var headObject = sex.GetHeadObject(characterCreateInfo.Apperance.HairStyle);

            if (headObject != null)
            {
                player.SetProperty(PropertyDataId.HeadObject, (uint)headObject);
            }

            // Skin is stored as PaletteSet (list of Palettes), so we need to read in the set to get the specific palette
            var skinPalSet = DatManager.PortalDat.ReadFromDat <PaletteSet>(sex.SkinPalSet);

            player.SetProperty(PropertyDataId.SkinPalette, skinPalSet.GetPaletteID(characterCreateInfo.Apperance.SkinHue));
            player.SetProperty(PropertyFloat.Shade, characterCreateInfo.Apperance.SkinHue);

            // Hair is stored as PaletteSet (list of Palettes), so we need to read in the set to get the specific palette
            var hairPalSet = DatManager.PortalDat.ReadFromDat <PaletteSet>(sex.HairColorList[Convert.ToInt32(characterCreateInfo.Apperance.HairColor)]);

            player.SetProperty(PropertyDataId.HairPalette, hairPalSet.GetPaletteID(characterCreateInfo.Apperance.HairHue));

            // Eye Color
            player.SetProperty(PropertyDataId.EyesPalette, sex.EyeColorList[Convert.ToInt32(characterCreateInfo.Apperance.EyeColor)]);

            if (characterCreateInfo.Apperance.HeadgearStyle < 0xFFFFFFFF) // No headgear is max UINT
            {
                var hat = GetClothingObject(sex.GetHeadgearWeenie(characterCreateInfo.Apperance.HeadgearStyle), characterCreateInfo.Apperance.HeadgearColor, characterCreateInfo.Apperance.HeadgearHue);
                if (hat != null)
                {
                    player.TryEquipObject(hat, hat.ValidLocations ?? 0);
                }
                else
                {
                    player.TryAddToInventory(CreateIOU(sex.GetHeadgearWeenie(characterCreateInfo.Apperance.HeadgearStyle)));
                }
            }

            var shirt = GetClothingObject(sex.GetShirtWeenie(characterCreateInfo.Apperance.ShirtStyle), characterCreateInfo.Apperance.ShirtColor, characterCreateInfo.Apperance.ShirtHue);

            if (shirt != null)
            {
                player.TryEquipObject(shirt, shirt.ValidLocations ?? 0);
            }
            else
            {
                player.TryAddToInventory(CreateIOU(sex.GetShirtWeenie(characterCreateInfo.Apperance.ShirtStyle)));
            }

            var pants = GetClothingObject(sex.GetPantsWeenie(characterCreateInfo.Apperance.PantsStyle), characterCreateInfo.Apperance.PantsColor, characterCreateInfo.Apperance.PantsHue);

            if (pants != null)
            {
                player.TryEquipObject(pants, pants.ValidLocations ?? 0);
            }
            else
            {
                player.TryAddToInventory(CreateIOU(sex.GetPantsWeenie(characterCreateInfo.Apperance.PantsStyle)));
            }

            var shoes = GetClothingObject(sex.GetFootwearWeenie(characterCreateInfo.Apperance.FootwearStyle), characterCreateInfo.Apperance.FootwearColor, characterCreateInfo.Apperance.FootwearHue);

            if (shoes != null)
            {
                player.TryEquipObject(shoes, shoes.ValidLocations ?? 0);
            }
            else
            {
                player.TryAddToInventory(CreateIOU(sex.GetFootwearWeenie(characterCreateInfo.Apperance.FootwearStyle)));
            }

            string templateName = heritageGroup.Templates[characterCreateInfo.TemplateOption].Name;

            //player.SetProperty(PropertyString.Title, templateName);
            player.SetProperty(PropertyString.Template, templateName);
            player.AddTitle(heritageGroup.Templates[characterCreateInfo.TemplateOption].Title, true);

            // stats
            uint totalAttributeCredits = heritageGroup.AttributeCredits;
            uint usedAttributeCredits  = 0;

            player.Strength.StartingValue = ValidateAttributeCredits(characterCreateInfo.StrengthAbility, usedAttributeCredits, totalAttributeCredits);
            usedAttributeCredits         += player.Strength.StartingValue;

            player.Endurance.StartingValue = ValidateAttributeCredits(characterCreateInfo.EnduranceAbility, usedAttributeCredits, totalAttributeCredits);
            usedAttributeCredits          += player.Endurance.StartingValue;

            player.Coordination.StartingValue = ValidateAttributeCredits(characterCreateInfo.CoordinationAbility, usedAttributeCredits, totalAttributeCredits);
            usedAttributeCredits += player.Coordination.StartingValue;

            player.Quickness.StartingValue = ValidateAttributeCredits(characterCreateInfo.QuicknessAbility, usedAttributeCredits, totalAttributeCredits);
            usedAttributeCredits          += player.Quickness.StartingValue;

            player.Focus.StartingValue = ValidateAttributeCredits(characterCreateInfo.FocusAbility, usedAttributeCredits, totalAttributeCredits);
            usedAttributeCredits      += player.Focus.StartingValue;

            player.Self.StartingValue = ValidateAttributeCredits(characterCreateInfo.SelfAbility, usedAttributeCredits, totalAttributeCredits);
            usedAttributeCredits     += player.Self.StartingValue;

            if (usedAttributeCredits > heritageGroup.AttributeCredits)
            {
                return(CreateResult.TooManySkillCreditsUsed);
            }

            // data we don't care about
            //characterCreateInfo.CharacterSlot;
            //characterCreateInfo.ClassId;

            // characters start with max vitals
            player.Health.Current  = player.Health.Base;
            player.Stamina.Current = player.Stamina.Base;
            player.Mana.Current    = player.Mana.Base;

            // set initial skill credit amount. 52 for all but "Olthoi", which have 68
            player.SetProperty(PropertyInt.AvailableSkillCredits, (int)heritageGroup.SkillCredits);

            for (int i = 0; i < characterCreateInfo.SkillAdvancementClasses.Count; i++)
            {
                var sac = characterCreateInfo.SkillAdvancementClasses[i];

                if (sac == SkillAdvancementClass.Inactive)
                {
                    continue;
                }

                if (!DatManager.PortalDat.SkillTable.SkillBaseHash.ContainsKey((uint)i))
                {
                    log.ErrorFormat("Character {0} tried to create with skill {1} that was not found in Portal dat.", characterCreateInfo.Name, i);
                    return(CreateResult.InvalidSkillRequested);
                }

                var skill = DatManager.PortalDat.SkillTable.SkillBaseHash[(uint)i];

                var trainedCost     = skill.TrainedCost;
                var specializedCost = skill.UpgradeCostFromTrainedToSpecialized;

                foreach (var skillGroup in heritageGroup.Skills)
                {
                    if (skillGroup.SkillNum == i)
                    {
                        trainedCost     = skillGroup.NormalCost;
                        specializedCost = skillGroup.PrimaryCost;
                        break;
                    }
                }

                if (sac == SkillAdvancementClass.Specialized)
                {
                    if (!player.TrainSkill((Skill)i, trainedCost))
                    {
                        return(CreateResult.FailedToTrainSkill);
                    }
                    if (!player.SpecializeSkill((Skill)i, specializedCost))
                    {
                        return(CreateResult.FailedToSpecializeSkill);
                    }
                }
                else if (sac == SkillAdvancementClass.Trained)
                {
                    if (!player.TrainSkill((Skill)i, trainedCost))
                    {
                        return(CreateResult.FailedToTrainSkill);
                    }
                }
                else if (sac == SkillAdvancementClass.Untrained)
                {
                    player.UntrainSkill((Skill)i, 0);
                }
            }

            var isDualWieldTrainedOrSpecialized = player.Skills[Skill.DualWield].AdvancementClass > SkillAdvancementClass.Untrained;

            // Set Heritage based Melee and Ranged Masteries
            GetMasteries(player.HeritageGroup, out WeaponType meleeMastery, out WeaponType rangedMastery);

            player.SetProperty(PropertyInt.MeleeMastery, (int)meleeMastery);
            player.SetProperty(PropertyInt.RangedMastery, (int)rangedMastery);

            // Set innate augs
            SetInnateAugmentations(player);

            // grant starter items based on skills
            var starterGearConfig = StarterGearFactory.GetStarterGearConfiguration();
            var grantedWeenies    = new List <uint>();

            foreach (var skillGear in starterGearConfig.Skills)
            {
                var charSkill = player.Skills[(Skill)skillGear.SkillId];
                if (charSkill.AdvancementClass == SkillAdvancementClass.Trained || charSkill.AdvancementClass == SkillAdvancementClass.Specialized)
                {
                    foreach (var item in skillGear.Gear)
                    {
                        if (grantedWeenies.Contains(item.WeenieId))
                        {
                            var existingItem = player.Inventory.Values.FirstOrDefault(i => i.WeenieClassId == item.WeenieId);
                            if (existingItem == null || (existingItem.MaxStackSize ?? 1) <= 1)
                            {
                                continue;
                            }

                            existingItem.SetStackSize(existingItem.StackSize + item.StackSize);
                            continue;
                        }

                        var loot = WorldObjectFactory.CreateNewWorldObject(item.WeenieId);
                        if (loot != null)
                        {
                            if (loot.StackSize.HasValue && loot.MaxStackSize.HasValue)
                            {
                                loot.SetStackSize((item.StackSize <= loot.MaxStackSize) ? item.StackSize : loot.MaxStackSize);
                            }
                        }
                        else
                        {
                            player.TryAddToInventory(CreateIOU(item.WeenieId));
                        }

                        if (loot != null && player.TryAddToInventory(loot))
                        {
                            grantedWeenies.Add(item.WeenieId);
                        }

                        if (isDualWieldTrainedOrSpecialized && loot != null)
                        {
                            if (loot.WeenieType == WeenieType.MeleeWeapon)
                            {
                                var dualloot = WorldObjectFactory.CreateNewWorldObject(item.WeenieId);
                                if (dualloot != null)
                                {
                                    player.TryAddToInventory(dualloot);
                                }
                                else
                                {
                                    player.TryAddToInventory(CreateIOU(item.WeenieId));
                                }
                            }
                        }
                    }

                    var heritageLoot = skillGear.Heritage.FirstOrDefault(sh => sh.HeritageId == characterCreateInfo.Heritage);
                    if (heritageLoot != null)
                    {
                        foreach (var item in heritageLoot.Gear)
                        {
                            if (grantedWeenies.Contains(item.WeenieId))
                            {
                                var existingItem = player.Inventory.Values.FirstOrDefault(i => i.WeenieClassId == item.WeenieId);
                                if (existingItem == null || (existingItem.MaxStackSize ?? 1) <= 1)
                                {
                                    continue;
                                }

                                existingItem.SetStackSize(existingItem.StackSize + item.StackSize);
                                continue;
                            }

                            var loot = WorldObjectFactory.CreateNewWorldObject(item.WeenieId);
                            if (loot != null)
                            {
                                if (loot.StackSize.HasValue && loot.MaxStackSize.HasValue)
                                {
                                    loot.SetStackSize((item.StackSize <= loot.MaxStackSize) ? item.StackSize : loot.MaxStackSize);
                                }
                            }
                            else
                            {
                                player.TryAddToInventory(CreateIOU(item.WeenieId));
                            }

                            if (loot != null && player.TryAddToInventory(loot))
                            {
                                grantedWeenies.Add(item.WeenieId);
                            }

                            if (isDualWieldTrainedOrSpecialized && loot != null)
                            {
                                if (loot.WeenieType == WeenieType.MeleeWeapon)
                                {
                                    var dualloot = WorldObjectFactory.CreateNewWorldObject(item.WeenieId);
                                    if (dualloot != null)
                                    {
                                        player.TryAddToInventory(dualloot);
                                    }
                                    else
                                    {
                                        player.TryAddToInventory(CreateIOU(item.WeenieId));
                                    }
                                }
                            }
                        }
                    }

                    foreach (var spell in skillGear.Spells)
                    {
                        // Olthoi Spitter is a special case
                        if (characterCreateInfo.Heritage == (int)HeritageGroup.OlthoiAcid)
                        {
                            player.AddKnownSpell(spell.SpellId);
                            // Continue to next spell as Olthoi spells do not have the SpecializedOnly field
                            continue;
                        }

                        if (charSkill.AdvancementClass == SkillAdvancementClass.Trained && spell.SpecializedOnly == false)
                        {
                            player.AddKnownSpell(spell.SpellId);
                        }
                        else if (charSkill.AdvancementClass == SkillAdvancementClass.Specialized)
                        {
                            player.AddKnownSpell(spell.SpellId);
                        }
                    }
                }
            }

            player.Name           = characterCreateInfo.Name;
            player.Character.Name = characterCreateInfo.Name;


            // Index used to determine the starting location
            var startArea = characterCreateInfo.StartArea;

            var starterArea = DatManager.PortalDat.CharGen.StarterAreas[(int)startArea];

            player.Location = new Position(starterArea.Locations[0].ObjCellID,
                                           starterArea.Locations[0].Frame.Origin.X, starterArea.Locations[0].Frame.Origin.Y, starterArea.Locations[0].Frame.Origin.Z,
                                           starterArea.Locations[0].Frame.Orientation.X, starterArea.Locations[0].Frame.Orientation.Y, starterArea.Locations[0].Frame.Orientation.Z, starterArea.Locations[0].Frame.Orientation.W);

            var instantiation = new Position(0xA9B40019, 84, 7.1f, 94, 0, 0, -0.0784591f, 0.996917f); // ultimate fallback.
            var spellFreeRide = new Spell();

            switch (starterArea.Name)
            {
            case "OlthoiLair":        //todo: check this when olthoi play is allowed in ace
                spellFreeRide = null; // no training area for olthoi, so they start and fall back to same place.
                instantiation = new Position(player.Location);
                break;

            case "Shoushi":
                spellFreeRide = DatabaseManager.World.GetCachedSpell(3813);     // Free Ride to Shoushi
                break;

            case "Yaraq":
                spellFreeRide = DatabaseManager.World.GetCachedSpell(3814);     // Free Ride to Yaraq
                break;

            case "Sanamar":
                spellFreeRide = DatabaseManager.World.GetCachedSpell(3535);     // Free Ride to Sanamar
                break;

            case "Holtburg":
            default:
                spellFreeRide = DatabaseManager.World.GetCachedSpell(3815);     // Free Ride to Holtburg
                break;
            }
            if (spellFreeRide != null && spellFreeRide.Name != "")
            {
                instantiation = new Position(spellFreeRide.PositionObjCellId.Value, spellFreeRide.PositionOriginX.Value, spellFreeRide.PositionOriginY.Value, spellFreeRide.PositionOriginZ.Value, spellFreeRide.PositionAnglesX.Value, spellFreeRide.PositionAnglesY.Value, spellFreeRide.PositionAnglesZ.Value, spellFreeRide.PositionAnglesW.Value);
            }

            player.Instantiation = new Position(instantiation);

            player.Sanctuary = new Position(player.Location);

            player.SetProperty(PropertyBool.RecallsDisabled, true);

            if (PropertyManager.GetBool("pk_server").Item)
            {
                player.SetProperty(PropertyInt.PlayerKillerStatus, (int)PlayerKillerStatus.PK);
            }
            else if (PropertyManager.GetBool("pkl_server").Item)
            {
                player.SetProperty(PropertyInt.PlayerKillerStatus, (int)PlayerKillerStatus.NPK);
            }

            if ((PropertyManager.GetBool("pk_server").Item || PropertyManager.GetBool("pkl_server").Item) && PropertyManager.GetBool("pk_server_safe_training_academy").Item)
            {
                player.SetProperty(PropertyFloat.MinimumTimeSincePk, -PropertyManager.GetDouble("pk_new_character_grace_period").Item);
                player.SetProperty(PropertyInt.PlayerKillerStatus, (int)PlayerKillerStatus.NPK);
            }

            if (player is Sentinel || player is Admin)
            {
                player.Character.IsPlussed = true;
                player.CloakStatus         = CloakStatus.Off;
                player.ChannelsAllowed     = player.ChannelsActive;
            }

            CharacterCreateSetDefaultCharacterOptions(player);

            return(CreateResult.Success);
        }
예제 #2
0
파일: PlayerFactory.cs 프로젝트: klp2/ACE
        public static CreateResult Create(CharacterCreateInfo characterCreateInfo, Weenie weenie, ObjectGuid guid, uint accountId, out Player player)
        {
            var heritageGroup = DatManager.PortalDat.CharGen.HeritageGroups[characterCreateInfo.Heritage];

            player = new Player(weenie, guid, accountId);

            player.SetProperty(PropertyInt.HeritageGroup, (int)characterCreateInfo.Heritage);
            player.SetProperty(PropertyString.HeritageGroup, heritageGroup.Name);
            player.SetProperty(PropertyInt.Gender, (int)characterCreateInfo.Gender);
            player.SetProperty(PropertyString.Sex, characterCreateInfo.Gender == 1 ? "Male" : "Female");

            //player.SetProperty(PropertyDataId.Icon, cgh.IconImage); // I don't believe this is used anywhere in the client, but it might be used by a future custom launcher

            // pull character data from the dat file
            var sex = heritageGroup.Genders[(int)characterCreateInfo.Gender];

            player.SetProperty(PropertyDataId.MotionTable, sex.MotionTable);
            player.SetProperty(PropertyDataId.SoundTable, sex.SoundTable);
            player.SetProperty(PropertyDataId.PhysicsEffectTable, sex.PhysicsTable);
            player.SetProperty(PropertyDataId.Setup, sex.SetupID);
            player.SetProperty(PropertyDataId.PaletteBase, sex.BasePalette);
            player.SetProperty(PropertyDataId.CombatTable, sex.CombatTable);

            // Check the character scale
            if (sex.Scale != 100u)
            {
                player.SetProperty(PropertyFloat.DefaultScale, (sex.Scale / 100f)); // Scale is stored as a percentage
            }
            // Get the hair first, because we need to know if you're bald, and that's the name of that tune!
            var hairstyle = sex.HairStyleList[Convert.ToInt32(characterCreateInfo.Apperance.HairStyle)];

            // Certain races (Undead, Tumeroks, Others?) have multiple body styles available. This is controlled via the "hair style".
            if (hairstyle.AlternateSetup > 0)
            {
                player.SetProperty(PropertyDataId.Setup, hairstyle.AlternateSetup);
            }

            player.SetProperty(PropertyDataId.EyesTexture, sex.GetEyeTexture(characterCreateInfo.Apperance.Eyes, hairstyle.Bald));
            player.SetProperty(PropertyDataId.DefaultEyesTexture, sex.GetDefaultEyeTexture(characterCreateInfo.Apperance.Eyes, hairstyle.Bald));
            player.SetProperty(PropertyDataId.NoseTexture, sex.GetNoseTexture(characterCreateInfo.Apperance.Nose));
            player.SetProperty(PropertyDataId.DefaultNoseTexture, sex.GetDefaultNoseTexture(characterCreateInfo.Apperance.Nose));
            player.SetProperty(PropertyDataId.MouthTexture, sex.GetMouthTexture(characterCreateInfo.Apperance.Mouth));
            player.SetProperty(PropertyDataId.DefaultMouthTexture, sex.GetDefaultMouthTexture(characterCreateInfo.Apperance.Mouth));
            player.Character.HairTexture        = sex.GetHairTexture(characterCreateInfo.Apperance.HairStyle);
            player.Character.DefaultHairTexture = sex.GetDefaultHairTexture(characterCreateInfo.Apperance.HairStyle);
            player.SetProperty(PropertyDataId.HeadObject, sex.GetHeadObject(characterCreateInfo.Apperance.HairStyle));

            // Skin is stored as PaletteSet (list of Palettes), so we need to read in the set to get the specific palette
            var skinPalSet = DatManager.PortalDat.ReadFromDat <PaletteSet>(sex.SkinPalSet);

            player.SetProperty(PropertyDataId.SkinPalette, skinPalSet.GetPaletteID(characterCreateInfo.Apperance.SkinHue));
            player.SetProperty(PropertyFloat.Shade, characterCreateInfo.Apperance.SkinHue);

            // Hair is stored as PaletteSet (list of Palettes), so we need to read in the set to get the specific palette
            var hairPalSet = DatManager.PortalDat.ReadFromDat <PaletteSet>(sex.HairColorList[Convert.ToInt32(characterCreateInfo.Apperance.HairColor)]);

            player.SetProperty(PropertyDataId.HairPalette, hairPalSet.GetPaletteID(characterCreateInfo.Apperance.HairHue));

            // Eye Color
            player.SetProperty(PropertyDataId.EyesPalette, sex.EyeColorList[Convert.ToInt32(characterCreateInfo.Apperance.EyeColor)]);

            if (characterCreateInfo.Apperance.HeadgearStyle < 0xFFFFFFFF) // No headgear is max UINT
            {
                var hat = GetClothingObject(sex.GetHeadgearWeenie(characterCreateInfo.Apperance.HeadgearStyle), characterCreateInfo.Apperance.HeadgearColor, characterCreateInfo.Apperance.HeadgearHue);
                if (hat != null)
                {
                    player.TryEquipObject(hat, hat.GetProperty(PropertyInt.ValidLocations) ?? 0);
                }
                else
                {
                    CreateIOU(player, sex.GetHeadgearWeenie(characterCreateInfo.Apperance.HeadgearStyle));
                }
            }

            var shirt = GetClothingObject(sex.GetShirtWeenie(characterCreateInfo.Apperance.ShirtStyle), characterCreateInfo.Apperance.ShirtColor, characterCreateInfo.Apperance.ShirtHue);

            if (shirt != null)
            {
                player.TryEquipObject(shirt, shirt.GetProperty(PropertyInt.ValidLocations) ?? 0);
            }
            else
            {
                CreateIOU(player, sex.GetShirtWeenie(characterCreateInfo.Apperance.ShirtStyle));
            }

            var pants = GetClothingObject(sex.GetPantsWeenie(characterCreateInfo.Apperance.PantsStyle), characterCreateInfo.Apperance.PantsColor, characterCreateInfo.Apperance.PantsHue);

            if (pants != null)
            {
                player.TryEquipObject(pants, pants.GetProperty(PropertyInt.ValidLocations) ?? 0);
            }
            else
            {
                CreateIOU(player, sex.GetPantsWeenie(characterCreateInfo.Apperance.PantsStyle));
            }

            var shoes = GetClothingObject(sex.GetFootwearWeenie(characterCreateInfo.Apperance.FootwearStyle), characterCreateInfo.Apperance.FootwearColor, characterCreateInfo.Apperance.FootwearHue);

            if (shoes != null)
            {
                player.TryEquipObject(shoes, shoes.GetProperty(PropertyInt.ValidLocations) ?? 0);
            }
            else
            {
                CreateIOU(player, sex.GetFootwearWeenie(characterCreateInfo.Apperance.FootwearStyle));
            }

            string templateName = heritageGroup.Templates[characterCreateInfo.TemplateOption].Name;

            //player.SetProperty(PropertyString.Title, templateName);
            player.SetProperty(PropertyString.Template, templateName);
            player.AddTitle(heritageGroup.Templates[characterCreateInfo.TemplateOption].Title, true);

            // stats
            uint totalAttributeCredits = heritageGroup.AttributeCredits;
            uint usedAttributeCredits  = 0;

            player.Strength.StartingValue = ValidateAttributeCredits(characterCreateInfo.StrengthAbility, usedAttributeCredits, totalAttributeCredits);
            usedAttributeCredits         += player.Strength.StartingValue;

            player.Endurance.StartingValue = ValidateAttributeCredits(characterCreateInfo.EnduranceAbility, usedAttributeCredits, totalAttributeCredits);
            usedAttributeCredits          += player.Endurance.StartingValue;

            player.Coordination.StartingValue = ValidateAttributeCredits(characterCreateInfo.CoordinationAbility, usedAttributeCredits, totalAttributeCredits);
            usedAttributeCredits += player.Coordination.StartingValue;

            player.Quickness.StartingValue = ValidateAttributeCredits(characterCreateInfo.QuicknessAbility, usedAttributeCredits, totalAttributeCredits);
            usedAttributeCredits          += player.Quickness.StartingValue;

            player.Focus.StartingValue = ValidateAttributeCredits(characterCreateInfo.FocusAbility, usedAttributeCredits, totalAttributeCredits);
            usedAttributeCredits      += player.Focus.StartingValue;

            player.Self.StartingValue = ValidateAttributeCredits(characterCreateInfo.SelfAbility, usedAttributeCredits, totalAttributeCredits);
            usedAttributeCredits     += player.Self.StartingValue;

            if (usedAttributeCredits > heritageGroup.AttributeCredits)
            {
                return(CreateResult.TooManySkillCreditsUsed);
            }

            // data we don't care about
            //characterCreateInfo.CharacterSlot;
            //characterCreateInfo.ClassId;

            // characters start with max vitals
            player.Health.Current  = player.Health.Base;
            player.Stamina.Current = player.Stamina.Base;
            player.Mana.Current    = player.Mana.Base;

            // set initial skill credit amount. 52 for all but "Olthoi", which have 68
            player.SetProperty(PropertyInt.AvailableSkillCredits, (int)heritageGroup.SkillCredits);

            for (int i = 0; i < characterCreateInfo.SkillAdvancementClasses.Count; i++)
            {
                var sac = characterCreateInfo.SkillAdvancementClasses[i];

                if (sac == SkillAdvancementClass.Inactive)
                {
                    continue;
                }

                if (!DatManager.PortalDat.SkillTable.SkillBaseHash.ContainsKey((uint)i))
                {
                    log.ErrorFormat("Character {0} tried to create with skill {1} that was not found in Portal dat.", characterCreateInfo.Name, i);
                    return(CreateResult.InvalidSkillRequested);
                }

                var skill = DatManager.PortalDat.SkillTable.SkillBaseHash[(uint)i];

                var trainedCost     = skill.TrainedCost;
                var specializedCost = skill.UpgradeCostFromTrainedToSpecialized;

                foreach (var skillGroup in heritageGroup.Skills)
                {
                    if (skillGroup.SkillNum == i)
                    {
                        trainedCost     = skillGroup.NormalCost;
                        specializedCost = skillGroup.PrimaryCost;
                        break;
                    }
                }

                if (sac == SkillAdvancementClass.Specialized)
                {
                    if (!player.TrainSkill((Skill)i, trainedCost))
                    {
                        return(CreateResult.FailedToTrainSkill);
                    }
                    if (!player.SpecializeSkill((Skill)i, specializedCost))
                    {
                        return(CreateResult.FailedToSpecializeSkill);
                    }
                }
                else if (sac == SkillAdvancementClass.Trained)
                {
                    if (!player.TrainSkill((Skill)i, trainedCost))
                    {
                        return(CreateResult.FailedToTrainSkill);
                    }
                }
                else if (sac == SkillAdvancementClass.Untrained)
                {
                    player.UntrainSkill((Skill)i, 0);
                }
            }

            // grant starter items based on skills
            var starterGearConfig = StarterGearFactory.GetStarterGearConfiguration();
            var grantedWeenies    = new List <uint>();

            foreach (var skillGear in starterGearConfig.Skills)
            {
                var charSkill = player.Skills[(Skill)skillGear.SkillId];
                if (charSkill.AdvancementClass == SkillAdvancementClass.Trained || charSkill.AdvancementClass == SkillAdvancementClass.Specialized)
                {
                    foreach (var item in skillGear.Gear)
                    {
                        if (grantedWeenies.Contains(item.WeenieId))
                        {
                            var existingItem = player.Inventory.Values.FirstOrDefault(i => i.WeenieClassId == item.WeenieId);
                            if (existingItem == null || (existingItem.MaxStackSize ?? 1) <= 1)
                            {
                                continue;
                            }

                            existingItem.StackSize += item.StackSize;
                            continue;
                        }

                        var loot = WorldObjectFactory.CreateNewWorldObject(item.WeenieId);
                        if (loot != null)
                        {
                            if (loot.StackSize.HasValue && loot.MaxStackSize.HasValue)
                            {
                                loot.StackSize = (item.StackSize <= loot.MaxStackSize) ? item.StackSize : loot.MaxStackSize;
                            }
                        }
                        else
                        {
                            CreateIOU(player, item.WeenieId);
                            continue;
                        }

                        if (player.TryAddToInventory(loot))
                        {
                            grantedWeenies.Add(item.WeenieId);
                        }
                    }

                    var heritageLoot = skillGear.Heritage.FirstOrDefault(sh => sh.HeritageId == characterCreateInfo.Heritage);
                    if (heritageLoot != null)
                    {
                        foreach (var item in heritageLoot.Gear)
                        {
                            if (grantedWeenies.Contains(item.WeenieId))
                            {
                                var existingItem = player.Inventory.Values.FirstOrDefault(i => i.WeenieClassId == item.WeenieId);
                                if (existingItem == null || (existingItem.MaxStackSize ?? 1) <= 1)
                                {
                                    continue;
                                }

                                existingItem.StackSize += item.StackSize;
                                continue;
                            }

                            var loot = WorldObjectFactory.CreateNewWorldObject(item.WeenieId);
                            if (loot != null)
                            {
                                if (loot.StackSize.HasValue && loot.MaxStackSize.HasValue)
                                {
                                    loot.StackSize = (item.StackSize <= loot.MaxStackSize) ? item.StackSize : loot.MaxStackSize;
                                }
                            }
                            else
                            {
                                CreateIOU(player, item.WeenieId);
                                continue;
                            }

                            if (player.TryAddToInventory(loot))
                            {
                                grantedWeenies.Add(item.WeenieId);
                            }
                        }
                    }

                    foreach (var spell in skillGear.Spells)
                    {
                        // Olthoi Spitter is a special case
                        if (characterCreateInfo.Heritage == (int)HeritageGroup.OlthoiAcid)
                        {
                            player.AddKnownSpell(spell.SpellId);
                            // Continue to next spell as Olthoi spells do not have the SpecializedOnly field
                            continue;
                        }

                        if (charSkill.AdvancementClass == SkillAdvancementClass.Trained && spell.SpecializedOnly == false)
                        {
                            player.AddKnownSpell(spell.SpellId);
                        }
                        else if (charSkill.AdvancementClass == SkillAdvancementClass.Specialized)
                        {
                            player.AddKnownSpell(spell.SpellId);
                        }
                    }
                }
            }

            player.Name           = characterCreateInfo.Name;
            player.Character.Name = player.Name;


            // Index used to determine the starting location
            var startArea = characterCreateInfo.StartArea;

            var starterArea = DatManager.PortalDat.CharGen.StarterAreas[(int)startArea];

            player.Location = new Position(starterArea.Locations[0].ObjCellID,
                                           starterArea.Locations[0].Frame.Origin.X, starterArea.Locations[0].Frame.Origin.Y, starterArea.Locations[0].Frame.Origin.Z,
                                           starterArea.Locations[0].Frame.Orientation.X, starterArea.Locations[0].Frame.Orientation.Y, starterArea.Locations[0].Frame.Orientation.Z, starterArea.Locations[0].Frame.Orientation.W);

            player.Instantiation = player.Location;
            player.Sanctuary     = player.Location;


            CharacterCreateSetDefaultCharacterOptions(player);

            return(CreateResult.Success);
        }