/// <summary> /// Change a character's stat value. /// </summary> /// <param name="statAttribute">Stat to change</param> /// <param name="newStatValue">New stat value</param> public void SetStat(CharacterAttributeEnum statAttribute, ushort newStatValue) { switch (statAttribute) { case CharacterAttributeEnum.Strength: SetStat(CharacterStatEnum.Strength, newStatValue); break; case CharacterAttributeEnum.Dexterity: SetStat(CharacterStatEnum.Dexterity, newStatValue); break; case CharacterAttributeEnum.Reaction: SetStat(CharacterStatEnum.Reaction, newStatValue); break; case CharacterAttributeEnum.Intelligence: SetStat(CharacterStatEnum.Intelligence, newStatValue); break; case CharacterAttributeEnum.Luck: SetStat(CharacterStatEnum.Luck, newStatValue); break; case CharacterAttributeEnum.Wisdom: SetStat(CharacterStatEnum.Wisdom, newStatValue); break; default: return; } }
/// <summary> /// Gets a character's attribute. /// </summary> public uint GetAttributeValue(CharacterAttributeEnum attribute) { switch (attribute) { case CharacterAttributeEnum.Grow: return((uint)Mode); case CharacterAttributeEnum.Level: return(Level); case CharacterAttributeEnum.Money: return(Gold); case CharacterAttributeEnum.StatPoint: return(StatPoint); case CharacterAttributeEnum.SkillPoint: return(SkillPoint); case CharacterAttributeEnum.Strength: return(Strength); case CharacterAttributeEnum.Dexterity: return(Dexterity); case CharacterAttributeEnum.Reaction: return(Reaction); case CharacterAttributeEnum.Intelligence: return(Intelligence); case CharacterAttributeEnum.Luck: return(Luck); case CharacterAttributeEnum.Wisdom: return(Wisdom); // TODO: Investigate what these attributes represent case CharacterAttributeEnum.Hg: case CharacterAttributeEnum.Vg: case CharacterAttributeEnum.Cg: case CharacterAttributeEnum.Og: case CharacterAttributeEnum.Ig: return(0); case CharacterAttributeEnum.Exp: return(Exp); case CharacterAttributeEnum.Kills: return(Kills); case CharacterAttributeEnum.Deaths: return(Deaths); default: return(0); } }
static public extern bool FillConsoleOutputAttribute(Microsoft.Win32.SafeHandles.SafeFileHandle ConsoleOutput, CharacterAttributeEnum Attribute, uint Length, Coord WriteCoord, out uint NumberOfAttrsWritten);
public void SendAttribute(CharacterAttributeEnum attribute) => _packetsHelper.SendAttribute(Client, attribute, GetAttributeValue(attribute));
public CharacterAttribute(int nAttribute) { Value = (CharacterAttributeEnum)nAttribute; }
public void SetCharacterAttribute(System.ConsoleColor Foreground, System.ConsoleColor Background) { Value = (CharacterAttributeEnum)(((ushort)Background << 4) | (ushort)Foreground); }
public CharacterAttribute(CharacterAttributeEnum nAttribute) { Value = nAttribute; }
internal void SendAttribute(IWorldClient client, CharacterAttributeEnum attribute, uint attributeValue) { using var packet = new Packet(PacketType.CHARACTER_ATTRIBUTE_SET); packet.Write(new CharacterAttribute(attribute, attributeValue).Serialize()); client.SendPacket(packet); }
public CharacterAttribute(CharacterAttributeEnum attribute, uint value) { Attribute = (byte)attribute; Value = attribute == CharacterAttributeEnum.Exp ? value / 10 : value; // Normalize experience for ep8 game }
public void Deconstruct(out CharacterAttributeEnum attribute, out uint value, out string charname) { attribute = Attribute; value = Value; charname = Name; }
public GMSetAttributePacket(IPacketStream packet) { Attribute = (CharacterAttributeEnum)packet.Read <byte>(); Value = packet.Read <uint>(); Name = packet.ReadString(21); }