public static void HandlePartyMemberBuffUpdate(S_PARTY_MEMBER_BUFF_UPDATE x) { foreach (var buff in x.Abnormals) { AbnormalityManager.BeginOrRefreshPartyMemberAbnormality(x.PlayerId, x.ServerId, buff.Id, buff.Duration, buff.Stacks); } }
public static void HandleAbnormalityEnd(S_ABNORMALITY_END p) { if (!AbnormalityManager.EndAbnormality(p.TargetId, p.AbnormalityId)) return; if (p.TargetId.IsMe()) FlyingGuardianDataProvider.HandleAbnormal(p); if (!Settings.SettingsHolder.ClassWindowSettings.Enabled) return; AbnormalityManager.CurrentAbnormalityTracker?.CheckAbnormality(p); }
public static void HandleAbnormalityRefresh(S_ABNORMALITY_REFRESH p) { AbnormalityManager.BeginAbnormality(p.AbnormalityId, p.TargetId, p.TargetId, p.Duration, p.Stacks); if (p.TargetId.IsMe()) FlyingGuardianDataProvider.HandleAbnormal(p); if (!Settings.SettingsHolder.ClassWindowSettings.Enabled) return; AbnormalityManager.CurrentAbnormalityTracker?.CheckAbnormality(p); }
public static void HandleAbnormalityEnd(S_ABNORMALITY_END p) { AbnormalityManager.EndAbnormality(p.TargetId, p.AbnormalityId); if (!SettingsManager.ClassWindowSettings.Enabled) { return; } switch (SessionManager.CurrentPlayer.Class) { case Class.Archer: Archer.CheckFocusEnd(p); Archer.CheckSniperEyeEnd(p); break; case Class.Warrior: Warrior.CheckBuffEnd(p); break; case Class.Lancer: Lancer.CheckLineHeldEnd(p); Lancer.CheckArushEnd(p); Lancer.CheckGshoutEnd(p); break; case Class.Mystic: Mystic.CheckBuffEnd(p); break; case Class.Brawler: Brawler.CheckBrawlerAbnormalEnd(p); break; case Class.Ninja: Ninja.CheckFocusEnd(p); break; case Class.Priest: Priest.CheckBuffEnd(p); break; case Class.Sorcerer: Sorcerer.CheckBuffEnd(p); break; case Class.Reaper: Reaper.CheckBuffEnd(p); break; case Class.Slayer: Slayer.CheckBuffEnd(p); break; case Class.Berserker: Berserker.CheckBuffEnd(p); break; } }
public static void HandleAbnormalityRefresh(S_ABNORMALITY_REFRESH p) { AbnormalityManager.BeginAbnormality(p.AbnormalityId, p.TargetId, p.Duration, p.Stacks); if (!SettingsManager.ClassWindowSettings.Enabled) { return; } switch (SessionManager.CurrentPlayer.Class) { case Class.Warrior: Warrior.CheckBuff(p); break; case Class.Archer: Archer.CheckFocus(p); Archer.CheckFocusX(p); Archer.CheckSniperEye(p); break; case Class.Lancer: Lancer.CheckLineHeld(p); break; case Class.Priest: Priest.CheckBuff(p); break; case Class.Mystic: Mystic.CheckBuff(p); break; case Class.Sorcerer: Sorcerer.CheckBuff(p); break; case Class.Reaper: Reaper.CheckBuff(p); break; case Class.Slayer: Slayer.CheckBuff(p); break; case Class.Berserker: Berserker.CheckBuff(p); break; case Class.Brawler: Brawler.CheckBrawlerAbnormal(p); break; } }
public static void HandleAbnormalityBegin(S_ABNORMALITY_BEGIN p) { AbnormalityManager.BeginAbnormality(p.id, p.targetId, p.duration, p.stacks); switch (SessionManager.CurrentPlayer.Class) { case Class.Elementalist: Mystic.CheckHurricane(p); break; default: break; } }
public static void AddNpcAndAbnormalities() { EntityManager.SpawnNPC(950, 4000, 1, true, false, 36); var t = new Timer(1); var id = 0U; var a = true; t.Elapsed += (_, __) => { if (true) { AbnormalityManager.BeginAbnormality(id++, 1, 0, 500000, 1); } else { AbnormalityManager.EndAbnormality(1, 100800); } a = !a; }; t.Start(); }
public static void HandleLogin(S_LOGIN p) { SessionManager.CurrentPlayer.Class = p.CharacterClass; WindowManager.ReloadPositions(); //S_IMAGE_DATA.LoadCachedImages(); //TODO: refactor this thing if (Settings.SettingsHolder.ClassWindowSettings.Enabled) ClassWindowViewModel.Instance.CurrentClass = p.CharacterClass; AbnormalityManager.SetAbnormalityTracker(p.CharacterClass); SessionManager.Server = BasicTeraData.Instance.Servers.GetServer(p.ServerId); if (!Settings.SettingsHolder.StatSent) App.SendUsageStat(); Settings.SettingsHolder.LastRegion = SessionManager.Language; TimeManager.Instance.SetServerTimeZone(Settings.SettingsHolder.LastRegion); TimeManager.Instance.SetGuildBamTime(false); SessionManager.InitDatabases(Settings.SettingsHolder.LastRegion); SkillManager.Clear(); CooldownWindowViewModel.Instance.LoadSkills(p.CharacterClass); WindowManager.FloatingButton.SetMoongourdButtonVisibility(); EntityManager.ClearNPC(); GroupWindowViewModel.Instance.ClearAll(); ChatWindowManager.Instance.BlockedUsers.Clear(); SessionManager.CurrentPlayer.ClearAbnormalities(); SessionManager.LoadingScreen = true; SessionManager.Logged = true; SessionManager.Encounter = false; MessageFactory.Update(); SessionManager.CurrentPlayer.EntityId = p.EntityId; SessionManager.CurrentPlayer.PlayerId = p.PlayerId; SessionManager.CurrentPlayer.ServerId = p.ServerId; SessionManager.CurrentPlayer.Name = p.Name; SessionManager.CurrentPlayer.Level = p.Level; SessionManager.SetPlayerLaurel(SessionManager.CurrentPlayer); WindowManager.Dashboard.VM.SetLoggedIn(p.PlayerId); SessionManager.GuildMembersNames.Clear(); //if (Settings.Settings.LastRegion == "NA") // Task.Delay(20000).ContinueWith(t => ChatWindowManager.Instance.AddTccMessage(App.ThankYou_mEME)); }
public static void HandleAbnormalityBegin(S_ABNORMALITY_BEGIN p) { AbnormalityManager.BeginAbnormality(p.AbnormalityId, p.TargetId, p.Duration, p.Stacks); if (!SettingsManager.ClassWindowSettings.Enabled) { return; } switch (SessionManager.CurrentPlayer.Class) { case Class.Mystic: Mystic.CheckHurricane(p); Mystic.CheckBuff(p); break; case Class.Warrior: Warrior.CheckBuff(p); break; case Class.Valkyrie: Valkyrie.CheckRagnarok(p); break; case Class.Archer: Archer.CheckFocus(p); Archer.CheckFocusX(p); Archer.CheckSniperEye(p); break; case Class.Lancer: Lancer.CheckArush(p); Lancer.CheckGshout(p); Lancer.CheckLineHeld(p); break; case Class.Priest: Priest.CheckBuff(p); break; case Class.Brawler: Brawler.CheckBrawlerAbnormal(p); break; case Class.Ninja: Ninja.CheckFocus(p); break; case Class.Sorcerer: Sorcerer.CheckBuff(p); break; case Class.Reaper: Reaper.CheckBuff(p); break; case Class.Slayer: Slayer.CheckBuff(p); break; case Class.Berserker: Berserker.CheckBuff(p); break; } }
public static void HandlePartyMemberAbnormalRefresh(S_PARTY_MEMBER_ABNORMAL_REFRESH x) { AbnormalityManager.BeginOrRefreshPartyMemberAbnormality(x.PlayerId, x.ServerId, x.Id, x.Duration, x.Stacks); }
public static void HandlePartyMemberAbnormalDel(S_PARTY_MEMBER_ABNORMAL_DEL x) { AbnormalityManager.EndPartyMemberAbnormality(x.PlayerId, x.ServerId, x.Id); }
public static void HandleAbnormalityRefresh(S_ABNORMALITY_REFRESH p) { AbnormalityManager.BeginAbnormality(p.AbnormalityId, p.TargetId, p.Duration, p.Stacks); }
public static void HandleAbnormalityEnd(S_ABNORMALITY_END p) { AbnormalityManager.EndAbnormality(p.target, p.id); }