public virtual void Serialize(ICustomDataOutput writer) { writer.WriteVarUhLong(experience); writer.WriteVarUhLong(experienceLevelFloor); writer.WriteVarUhLong(experienceNextLevelFloor); writer.WriteInt(kamas); writer.WriteVarUhShort(statsPoints); writer.WriteVarUhShort(additionnalPoints); writer.WriteVarUhShort(spellsPoints); alignmentInfos.Serialize(writer); writer.WriteVarUhInt(lifePoints); writer.WriteVarUhInt(maxLifePoints); writer.WriteVarUhShort(energyPoints); writer.WriteVarUhShort(maxEnergyPoints); writer.WriteVarShort(actionPointsCurrent); writer.WriteVarShort(movementPointsCurrent); initiative.Serialize(writer); prospecting.Serialize(writer); actionPoints.Serialize(writer); movementPoints.Serialize(writer); strength.Serialize(writer); vitality.Serialize(writer); wisdom.Serialize(writer); chance.Serialize(writer); agility.Serialize(writer); intelligence.Serialize(writer); range.Serialize(writer); summonableCreaturesBoost.Serialize(writer); reflect.Serialize(writer); criticalHit.Serialize(writer); writer.WriteVarUhShort(criticalHitWeapon); criticalMiss.Serialize(writer); healBonus.Serialize(writer); allDamagesBonus.Serialize(writer); weaponDamagesBonusPercent.Serialize(writer); damagesBonusPercent.Serialize(writer); trapBonus.Serialize(writer); trapBonusPercent.Serialize(writer); glyphBonusPercent.Serialize(writer); runeBonusPercent.Serialize(writer); permanentDamagePercent.Serialize(writer); tackleBlock.Serialize(writer); tackleEvade.Serialize(writer); PAAttack.Serialize(writer); PMAttack.Serialize(writer); pushDamageBonus.Serialize(writer); criticalDamageBonus.Serialize(writer); neutralDamageBonus.Serialize(writer); earthDamageBonus.Serialize(writer); waterDamageBonus.Serialize(writer); airDamageBonus.Serialize(writer); fireDamageBonus.Serialize(writer); dodgePALostProbability.Serialize(writer); dodgePMLostProbability.Serialize(writer); neutralElementResistPercent.Serialize(writer); earthElementResistPercent.Serialize(writer); waterElementResistPercent.Serialize(writer); airElementResistPercent.Serialize(writer); fireElementResistPercent.Serialize(writer); neutralElementReduction.Serialize(writer); earthElementReduction.Serialize(writer); waterElementReduction.Serialize(writer); airElementReduction.Serialize(writer); fireElementReduction.Serialize(writer); pushDamageReduction.Serialize(writer); criticalDamageReduction.Serialize(writer); pvpNeutralElementResistPercent.Serialize(writer); pvpEarthElementResistPercent.Serialize(writer); pvpWaterElementResistPercent.Serialize(writer); pvpAirElementResistPercent.Serialize(writer); pvpFireElementResistPercent.Serialize(writer); pvpNeutralElementReduction.Serialize(writer); pvpEarthElementReduction.Serialize(writer); pvpWaterElementReduction.Serialize(writer); pvpAirElementReduction.Serialize(writer); pvpFireElementReduction.Serialize(writer); writer.WriteUShort((ushort)spellModifications.Length); foreach (var entry in spellModifications) { entry.Serialize(writer); } writer.WriteInt(probationTime); }
public virtual void Serialize(ICustomDataOutput writer) { writer.WriteSByte(modificationType); writer.WriteVarUhShort(spellId); value.Serialize(writer); }