private static void Deactivate(Actor client) { try { Tasks.PassiveSkillStatus ss = (Tasks.PassiveSkillStatus)client.Tasks["Stunned"]; SkillHandler.RemoveStatusIcon(client, (uint)(baseID + ss.level - 1)); } catch (Exception ex) { Logger.ShowError(ex); } }
private static void Callback(Actor client) { try { Tasks.PassiveSkillStatus ss = (Tasks.PassiveSkillStatus)client.Tasks["Stunned"]; ss.Deactivate(); client.Tasks.Remove("Stunned"); } catch (Exception ex) { Logger.ShowError(ex); } }
private static void Deactivate(Actor client) { try { Tasks.PassiveSkillStatus ss = (Tasks.PassiveSkillStatus)client.Tasks["WeaponBlessing"]; SkillHandler.RemoveStatusIcon(client, (uint)(baseID + ss.level - 1)); BonusHandler.Instance.SkillAddAddition(client, (uint)(baseID + ss.level - 1), true); if (client.type == ActorType.PC) { ActorPC pc = (ActorPC)client; ActorEventHandlers.PC_EventHandler eh = (SagaMap.ActorEventHandlers.PC_EventHandler)pc.e; eh.C.SendBattleStatus(); } } catch (Exception ex) { Logger.ShowError(ex); } }
/// <summary> /// Add a passive status to a Actor /// </summary> /// <param name="pc">Actor</param> /// <param name="StatusName">Name of the Status</param> /// <param name="WeaponType">Weapon type</param> /// <param name="Status">Status instance</param> /// <param name="callback">Delegate to a callback function</param> /// <returns>Result</returns> public static PassiveStatusAddResult AddPassiveStatus(Actor pc, string StatusName, byte WeaponType, out Tasks.PassiveSkillStatus Status, Tasks.PassiveSkillStatus.CallBackFunc callback) { return(AddPassiveStatus(pc, StatusName, WeaponType, out Status, callback, null)); }
/// <summary> /// Add a passive status to a Actor /// </summary> /// <param name="pc">Player</param> /// <param name="StatusName">Name of the Status</param> /// <param name="WeaponType">Weapon type</param> /// <param name="Status">Status instance</param> /// <param name="DeactFunc">Delegate to a deactivation function</param> /// <returns>Result</returns> public static PassiveStatusAddResult AddPassiveStatus(Actor pc, string StatusName, byte WeaponType, out Tasks.PassiveSkillStatus Status, Tasks.PassiveSkillStatus.DeactivateFunc DeactFunc) { return(AddPassiveStatus(pc, StatusName, WeaponType, out Status, null, DeactFunc)); }
/// <summary> /// Add a passive status to a Actor /// </summary> /// <param name="pc">Actor</param> /// <param name="StatusName">Name of the Status</param> /// <param name="WeaponType">Weapon type</param> /// <param name="Status">Status instance</param> /// <returns>Result</returns> public static PassiveStatusAddResult AddPassiveStatus(Actor pc, string StatusName, byte WeaponType, out Tasks.PassiveSkillStatus Status) { return(AddPassiveStatus(pc, StatusName, WeaponType, out Status, null, null)); }