/// <summary> /// Send the skill list to the client. /// Skills sorted by Battle, Living and Special. /// </summary> public void SendSkillList() { Packets.Server.BattleSkill bskill = new Packets.Server.BattleSkill(this.Char.BattleSkills.Count); Packets.Server.BattleSkill.SkillInfo[] skills = new SagaMap.Packets.Server.BattleSkill.SkillInfo[this.Char.BattleSkills.Count]; int j = 0; foreach (uint i in this.Char.BattleSkills.Keys) { skills[j].skillID = i; skills[j].exp = this.Char.BattleSkills[i].exp; j++; } bskill.SetSkills(skills); if (this.Char.BattleSkills.Count != 0) { this.netIO.SendPacket(bskill, this.SessionID); } Packets.Server.LivingSkill lskill = new Packets.Server.LivingSkill(this.Char.LivingSkills.Count); Packets.Server.LivingSkill.SkillInfo[] skills2 = new SagaMap.Packets.Server.LivingSkill.SkillInfo[this.Char.LivingSkills.Count]; j = 0; foreach (uint i in this.Char.LivingSkills.Keys) { skills2[j].skillID = i; skills2[j].exp = this.Char.LivingSkills[i].exp; j++; } lskill.SetSkills(skills2); if (this.Char.LivingSkills.Count != 0) { this.netIO.SendPacket(lskill, this.SessionID); } Packets.Server.SpecialSkill sskill = new Packets.Server.SpecialSkill(this.Char.SpecialSkills.Count); Packets.Server.SpecialSkill.SkillInfo[] skills3 = new SagaMap.Packets.Server.SpecialSkill.SkillInfo[this.Char.SpecialSkills.Count]; j = 0; foreach (uint i in this.Char.SpecialSkills.Keys) { skills3[j].skillID = i; skills3[j].exp = this.Char.SpecialSkills[i].exp; skills3[j].slot = this.Char.SpecialSkills[i].slot; j++; Packets.Server.SetSpecialSkill p1 = new SagaMap.Packets.Server.SetSpecialSkill(); p1.SetSkill(i); p1.SetSlot(this.Char.SpecialSkills[i].slot); this.netIO.SendPacket(p1, this.SessionID); } sskill.SetSkills(skills3); if (this.Char.SpecialSkills.Count != 0) { this.netIO.SendPacket(sskill, this.SessionID); } }
/// <summary> /// Send the skill list to the client. /// Skills sorted by Battle, Living and Special. /// </summary> public void SendSkillList() { Packets.Server.BattleSkill bskill = new Packets.Server.BattleSkill(this.Char.BattleSkills.Count); Packets.Server.BattleSkill.SkillInfo[] skills = new SagaMap.Packets.Server.BattleSkill.SkillInfo[this.Char.BattleSkills.Count]; int j = 0; foreach (uint i in this.Char.BattleSkills.Keys) { skills[j].skillID = i; skills[j].exp = this.Char.BattleSkills[i].exp; j++; } bskill.SetSkills(skills); if (this.Char.BattleSkills.Count != 0) this.netIO.SendPacket(bskill, this.SessionID); Packets.Server.LivingSkill lskill = new Packets.Server.LivingSkill(this.Char.LivingSkills.Count); Packets.Server.LivingSkill.SkillInfo[] skills2 = new SagaMap.Packets.Server.LivingSkill.SkillInfo[this.Char.LivingSkills.Count]; j = 0; foreach (uint i in this.Char.LivingSkills.Keys) { skills2[j].skillID = i; skills2[j].exp = this.Char.LivingSkills[i].exp; j++; } lskill.SetSkills(skills2); if (this.Char.LivingSkills.Count != 0) this.netIO.SendPacket(lskill, this.SessionID); Packets.Server.SpecialSkill sskill = new Packets.Server.SpecialSkill(this.Char.SpecialSkills.Count); Packets.Server.SpecialSkill.SkillInfo[] skills3 = new SagaMap.Packets.Server.SpecialSkill.SkillInfo[this.Char.SpecialSkills.Count]; j = 0; foreach (uint i in this.Char.SpecialSkills.Keys) { skills3[j].skillID = i; skills3[j].exp = this.Char.SpecialSkills[i].exp; skills3[j].slot = this.Char.SpecialSkills[i].slot; j++; Packets.Server.SetSpecialSkill p1 = new SagaMap.Packets.Server.SetSpecialSkill(); p1.SetSkill(i); p1.SetSlot(this.Char.SpecialSkills[i].slot); this.netIO.SendPacket(p1, this.SessionID); } sskill.SetSkills(skills3); if (this.Char.SpecialSkills.Count != 0) this.netIO.SendPacket(sskill, this.SessionID); }