/// <summary> /// Envia a experiência. /// </summary> public void SendPlayerExp() { var buffer = GameNetwork.CreateMessage(); buffer.Write((int)PacketList.GameServer_Client_PlayerExp); buffer.Write(Exp); GameNetwork.SendDataTo(Connection, buffer, NetDeliveryMethod.ReliableOrdered); }
public static void RemovePlayerOnMap(NetConnection connection, int playerID) { var buffer = GameNetwork.CreateMessage(); buffer.Write((int)PacketList.GameServer_Client_RemovePlayerFromMap); buffer.Write(playerID); GameNetwork.SendDataTo(connection, buffer, NetDeliveryMethod.ReliableOrdered); }
public static void SendPlayerMapMove(NetConnection connection, int playerID, byte direction) { var buffer = GameNetwork.CreateMessage(); buffer.Write((int)PacketList.GameServer_Client_PlayerMapMove); buffer.Write(playerID); buffer.Write(direction); GameNetwork.SendDataTo(connection, buffer, NetDeliveryMethod.ReliableOrdered); }
/// <summary> /// Envia os atributos elementais /// </summary> public void SendPlayerElementalStats() { var buffer = GameNetwork.CreateMessage(); buffer.Write((int)PacketList.GameServer_Client_PlayerElementalStats); buffer.Write(AttributeEarth); buffer.Write(AttributeFire); buffer.Write(AttributeWater); buffer.Write(AttributeWind); GameNetwork.SendDataTo(Connection, buffer, NetDeliveryMethod.ReliableOrdered); }
/// <summary> /// Envia os atributos unicos /// </summary> public void SendPlayerUniqueStats() { var buffer = GameNetwork.CreateMessage(); buffer.Write((int)PacketList.GameServer_Client_PlayerUniqueStats); buffer.Write(Concentration); buffer.Write(HealingPower); buffer.Write(Enmity); buffer.Write(DamageSuppression); GameNetwork.SendDataTo(Connection, buffer, NetDeliveryMethod.ReliableOrdered); }
/// <summary> /// Envia as coordenadas e direção. /// </summary> public void SendPlayerLocation() { var buffer = GameNetwork.CreateMessage(); buffer.Write((int)PacketList.GameServer_Client_PlayerLocation); buffer.Write(WorldID); buffer.Write(RegionID); buffer.Write(Direction); buffer.Write(PosX); buffer.Write(PosY); GameNetwork.SendDataTo(Connection, buffer, NetDeliveryMethod.ReliableOrdered); }
/// <summary> /// Envia informações básicas. /// </summary> public void SendPlayerBasicData() { var buffer = GameNetwork.CreateMessage(); buffer.Write((int)PacketList.GameServer_Client_PlayerData); buffer.Write(CharacterName); buffer.Write(Sprite); buffer.Write(Level); buffer.Write(Exp); buffer.Write(Points); GameNetwork.SendDataTo(Connection, buffer, NetDeliveryMethod.ReliableOrdered); }
/// <summary> /// Envia os atributos magicos /// </summary> public void SendPlayerMagicStats() { var buffer = GameNetwork.CreateMessage(); buffer.Write((int)PacketList.GameServer_Client_PlayerMagicalStats); buffer.Write(MagicAttack); buffer.Write(MagicAccuracy); buffer.Write(MagicDefense); buffer.Write(MagicResist); buffer.Write(MagicCriticalRate); buffer.Write(MagicCriticalDamage); buffer.Write(CastSpeed); GameNetwork.SendDataTo(Connection, buffer, NetDeliveryMethod.ReliableOrdered); }
public static void SendMapPlayer(NetConnection connection, int playerID, string name, short sprite, byte direction, short x, short y) { var buffer = GameNetwork.CreateMessage(); buffer.Write((int)PacketList.GameServer_Client_GetMapPlayer); buffer.Write(playerID); buffer.Write(name); buffer.Write(sprite); buffer.Write(direction); buffer.Write(x); buffer.Write(y); GameNetwork.SendDataTo(connection, buffer, NetDeliveryMethod.ReliableOrdered); }
/// <summary> /// Envia os atributos de resistencia /// </summary> public void SendPlayerResistStats() { var buffer = GameNetwork.CreateMessage(); buffer.Write((int)PacketList.GameServer_Client_PlayerResistStats); buffer.Write(ResistStun); buffer.Write(ResistParalysis); buffer.Write(ResistBlind); buffer.Write(ResistSilence); buffer.Write(ResistCriticalRate); buffer.Write(ResistCriticalDamage); buffer.Write(ResistMagicCriticalRate); buffer.Write(ResistMagicCriticalDamage); GameNetwork.SendDataTo(Connection, buffer, NetDeliveryMethod.ReliableOrdered); }
/// <summary> /// Envia os atributos. /// </summary> public void SendPlayerStats() { var buffer = GameNetwork.CreateMessage(); buffer.Write((int)PacketList.GameServer_Client_PlayerStats); buffer.Write(Strenght); buffer.Write(Dexterity); buffer.Write(Agility); buffer.Write(Constitution); buffer.Write(Intelligence); buffer.Write(Wisdom); buffer.Write(Will); buffer.Write(Mind); buffer.Write(Charisma); GameNetwork.SendDataTo(Connection, buffer, NetDeliveryMethod.ReliableOrdered); }
/// <summary> /// Envia os atributos fisicos /// </summary> public void SendPlayerPhysicalStats() { var buffer = GameNetwork.CreateMessage(); buffer.Write((int)PacketList.GameServer_Client_PlayerPhysicalStats); buffer.Write(Attack); buffer.Write(Accuracy); buffer.Write(Defense); buffer.Write(Evasion); buffer.Write(Block); buffer.Write(Parry); buffer.Write(CriticalRate); buffer.Write(CriticalDamage); buffer.Write(AttackSpeed); GameNetwork.SendDataTo(Connection, buffer, NetDeliveryMethod.ReliableOrdered); }