public void Create() { SMSG_CHARACTERINFO spkt = new SMSG_CHARACTERINFO(); spkt.race = 0; spkt.Gender = 1; spkt.Name = this.character.name; spkt.X = this.character.Position.x; spkt.Y = this.character.Position.y; spkt.Z = this.character.Position.z; spkt.ActorID = index; spkt.face = this.character.FaceDetails; spkt.AugeSkillID = 1000; spkt.yaw = 0; spkt.Job = 5; spkt.SetHeadTop(3493, 0); //ALIEN HORNS spkt.SetHeadMiddle(900024, 0); //FAKE KISS spkt.SetHeadBottom(950018, 3); //MASK OF ROBBER spkt.SetShield(200058, 0); //FAIRLY BUCKET spkt.SetBack(3410, 0); //PORING BAG spkt.SetFeet(18775, 0); //Beginner's Sandals spkt.SetGloves(300025, 0); //PRACTIVE GLOVES spkt.SetPants(19173, 0); //Adventurer's Breeches spkt.SetShirt(100167, 0); //Beginners Effort Shirt spkt.SetWeapon(101); //SET WEAPON spkt.SessionId = this.character.id; this.Send((byte[])spkt); }
public static void GenerateCharacterInfo(Character character, out SMSG_CHARACTERINFO spkt) { //HELPER VARIABLES Rag2Item item; //STRUCTIRIZE GENERAL INFORMATION spkt = new SMSG_CHARACTERINFO(); spkt.race = 0; spkt.Gender = character.gender; spkt.Name = character.Name; spkt.X = character.Position.x; spkt.Y = character.Position.y; spkt.Z = character.Position.z; spkt.ActorID = character.id; spkt.face = character.FaceDetails; spkt.AugeSkillID = character.ComputeAugeSkill(); spkt.yaw = character.Yaw; spkt.Job = character.job; spkt.Stance = character.stance; //STRUCTURIZE EQUIPMENT INFORMATION item = character.Equipment[0]; if (item != null && item.active > 0) spkt.SetHeadTop(item.info.item, item.dyecolor); item = character.Equipment[1]; if (item != null && item.active > 0) spkt.SetHeadMiddle(item.info.item, item.dyecolor); item = character.Equipment[2]; if (item != null && item.active > 0) spkt.SetHeadBottom(item.info.item, item.dyecolor); item = character.Equipment[14]; if (item != null && item.active > 0) spkt.SetShield(item.info.item, item.dyecolor); item = character.Equipment[8]; if (item != null && item.active > 0) spkt.SetBack(item.info.item, item.dyecolor); item = character.Equipment[3]; if (item != null && item.active > 0) spkt.SetShirt(item.info.item, item.dyecolor); item = character.Equipment[4]; if (item != null && item.active > 0) spkt.SetPants(item.info.item, item.dyecolor); item = character.Equipment[5]; if (item != null && item.active > 0) spkt.SetGloves(item.info.item, item.dyecolor); item = character.Equipment[6]; if (item != null && item.active > 0) spkt.SetFeet(item.info.item, item.dyecolor); foreach (AdditionState state in character._additions) spkt.SetWeapon(state.Addition, state.Lifetime); }
public override void ShowObject(Character character) { //HELPER VARIABLES Rag2Item item; //STRUCTIRIZE GENERAL INFORMATION SMSG_CHARACTERINFO spkt = new SMSG_CHARACTERINFO(); spkt.race = 0; spkt.Gender = this.gender; spkt.Name = this.Name; spkt.X = this.Position.x; spkt.Y = this.Position.y; spkt.Z = this.Position.z; spkt.ActorID = this.id; spkt.face = this.FaceDetails; spkt.AugeSkillID = this.ComputeAugeSkill(); spkt.yaw = this.Yaw; spkt.Job = this.job; spkt.Stance = this.stance; //STRUCTURIZE EQUIPMENT INFORMATION item = this.Equipment[0]; if (item != null && item.active > 0) spkt.SetHeadTop(item.info.item, item.dyecolor); item = this.Equipment[1]; if (item != null && item.active > 0) spkt.SetHeadMiddle(item.info.item, item.dyecolor); item = this.Equipment[2]; if (item != null && item.active > 0) spkt.SetHeadBottom(item.info.item, item.dyecolor); item = this.Equipment[14]; if (item != null && item.active > 0) spkt.SetShield(item.info.item, item.dyecolor); item = this.Equipment[8]; if (item != null && item.active > 0) spkt.SetBack(item.info.item, item.dyecolor); item = this.Equipment[3]; if (item != null && item.active > 0) spkt.SetShirt(item.info.item, item.dyecolor); item = this.Equipment[4]; if (item != null && item.active > 0) spkt.SetPants(item.info.item, item.dyecolor); item = this.Equipment[5]; if (item != null && item.active > 0) spkt.SetGloves(item.info.item, item.dyecolor); item = this.Equipment[6]; if (item != null && item.active > 0) spkt.SetFeet(item.info.item, item.dyecolor); foreach (AdditionState state in this._additions) spkt.SetWeapon(state.Addition, state.Lifetime); lock (character) { spkt.SessionId = character.id; character.client.Send((byte[])spkt); if (this._Event > 0) { SMSG_SCENARIOEVENTBEGIN spkt2 = new SMSG_SCENARIOEVENTBEGIN(); spkt2.Event = this._Event; spkt2.ActorId = this.id; spkt2.SessionId = character.id; character.client.Send((byte[])spkt2); } } }