Пример #1
0
        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);
        }
Пример #2
0
        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;
            }
        }
Пример #4
0
        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();
        }
Пример #5
0
        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 HandleAbnormalityRefresh(S_ABNORMALITY_REFRESH p)
 {
     AbnormalityManager.BeginAbnormality(p.AbnormalityId, p.TargetId, p.Duration, p.Stacks);
 }