public void SpendXp(Enum.Ability ability, uint amount) { uint baseValue = character.Abilities[ability].Base; uint result = character.Abilities[ability].SpendXp(amount); bool isSecondary = (ability == Enum.Ability.Health || ability == Enum.Ability.Stamina || ability == Enum.Ability.Mana); if (result > 0u) { uint ranks = character.Abilities[ability].Ranks; uint newValue = character.Abilities[ability].UnbuffedValue; var xpUpdate = new GameEventPrivateUpdatePropertyInt64(Session, PropertyInt64.AvailableExperience, character.AvailableExperience); GameEventPacket abilityUpdate; if (!isSecondary) { abilityUpdate = new GameEventPrivateUpdateAbility(Session, ability, ranks, baseValue, result); } else { abilityUpdate = new GameEventPrivateUpdateVital(Session, ability, ranks, baseValue, result, character.Abilities[ability].Current); } var soundEvent = new GameEventSound(Session, Network.Enum.Sound.AbilityIncrease, 1f); xpUpdate.Send(); abilityUpdate.Send(); soundEvent.Send(); ChatPacket.SendSystemMessage(Session, $"Your base {ability} is now {newValue}!"); } else { ChatPacket.SendSystemMessage(Session, $"Your attempt to raise {ability} has failed."); } }
public void GrantXp(ulong amount) { character.GrantXp(amount); var xpAvailUpdate = new GameEventPrivateUpdatePropertyInt64(Session, PropertyInt64.AvailableExperience, character.AvailableExperience); var xpTotalUpdate = new GameEventPrivateUpdatePropertyInt64(Session, PropertyInt64.TotalExperience, character.TotalExperience); xpAvailUpdate.Send(); xpTotalUpdate.Send(); ChatPacket.SendSystemMessage(Session, $"{amount} experience granted."); }
public void SpendXp(Skill skill, uint amount) { uint baseValue = 0; uint result = character.Skills[skill].SpendXp(amount); if (result > 0u) { uint ranks = character.Skills[skill].Ranks; uint newValue = character.Skills[skill].UnbuffedValue; var status = character.Skills[skill].Status; var xpUpdate = new GameEventPrivateUpdatePropertyInt64(Session, PropertyInt64.AvailableExperience, character.AvailableExperience); var ablityUpdate = new GameEventPrivateUpdateSkill(Session, skill, status, ranks, baseValue, result); var soundEvent = new GameEventSound(Session, Network.Enum.Sound.AbilityIncrease, 1f); xpUpdate.Send(); ablityUpdate.Send(); soundEvent.Send(); ChatPacket.SendSystemMessage(Session, $"Your base {skill} is now {newValue}!"); } else { ChatPacket.SendSystemMessage(Session, $"Your attempt to raise {skill} has failed."); } }