public static void HandlePlayerStatUpdate(S_PLAYER_STAT_UPDATE p) { SessionManager.CurrentPlayer.ItemLevel = p.Ilvl; SessionManager.CurrentPlayer.Level = p.Level; SessionManager.CurrentPlayer.CritFactor = p.BonusCritFactor; SessionManager.SetPlayerMaxHp(SessionManager.CurrentPlayer.EntityId, p.MaxHP); SessionManager.SetPlayerMaxMp(SessionManager.CurrentPlayer.EntityId, p.MaxMP); SessionManager.SetPlayerMaxSt(SessionManager.CurrentPlayer.EntityId, p.MaxST + p.BonusST); SessionManager.SetPlayerHp(p.CurrentHP); SessionManager.SetPlayerMp(SessionManager.CurrentPlayer.EntityId, p.CurrentMP); SessionManager.SetPlayerSt(SessionManager.CurrentPlayer.EntityId, p.CurrentST); WindowManager.Dashboard.VM.CurrentCharacter.ItemLevel = p.Ilvl; WindowManager.Dashboard.VM.CurrentCharacter.Level = p.Level; switch (SessionManager.CurrentPlayer.Class) { case Class.Warrior: if (Settings.SettingsHolder.ClassWindowSettings.Enabled) ((WarriorBarManager)ClassWindowViewModel.Instance.CurrentManager).EdgeCounter.Val = p.Edge; break; case Class.Sorcerer: SessionManager.SetSorcererElements(p.Fire, p.Ice, p.Arcane); break; } }
public static void HandlePlayerStatUpdate(S_PLAYER_STAT_UPDATE p) { SessionManager.CurrentPlayer.ItemLevel = p.Ilvl; SessionManager.CurrentPlayer.Level = p.Level; CharacterWindowViewModel.Instance.Player.ItemLevel = p.Ilvl; CharacterWindowViewModel.Instance.Player.Level = p.Level; SessionManager.SetPlayerMaxHp(SessionManager.CurrentPlayer.EntityId, p.MaxHP); SessionManager.SetPlayerMaxMp(SessionManager.CurrentPlayer.EntityId, p.MaxMP); SessionManager.SetPlayerMaxSt(SessionManager.CurrentPlayer.EntityId, p.MaxST + p.BonusST); SessionManager.SetPlayerHp(p.CurrentHP); SessionManager.SetPlayerMp(SessionManager.CurrentPlayer.EntityId, p.CurrentMP); SessionManager.SetPlayerSt(SessionManager.CurrentPlayer.EntityId, p.CurrentST); if (!SettingsManager.ClassWindowSettings.Enabled) { return; } switch (SessionManager.CurrentPlayer.Class) { case Class.Warrior: ((WarriorBarManager)ClassWindowViewModel.Instance.CurrentManager).EdgeCounter.Val = p.Edge; break; } }
public static void HandlePlayerStatUpdate(S_PLAYER_STAT_UPDATE p) { SessionManager.CurrentPlayer.MaxHP = p.maxHp; SessionManager.CurrentPlayer.MaxMP = p.maxMp; SessionManager.CurrentPlayer.MaxST = p.maxRe + p.bonusRe; SessionManager.CurrentPlayer.ItemLevel = p.ilvl; SessionManager.CurrentPlayer.CurrentST = p.currRe; SessionManager.CurrentPlayer.CurrentHP = p.currHp; SessionManager.CurrentPlayer.CurrentMP = p.currMp; }
// TODO: move these to Game? private void OnPlayerStatUpdate(S_PLAYER_STAT_UPDATE m) { Player.ItemLevel = m.Ilvl; Player.Level = m.Level; Player.CritFactor = m.TotalCritFactor; Player.MaxHP = m.MaxHP; Player.MaxMP = m.MaxMP; Player.MaxST = m.MaxST + m.BonusST; Player.CurrentHP = m.CurrentHP; Player.CurrentMP = m.CurrentMP; Player.CurrentST = m.CurrentST; Player.MagicalResistance = m.TotalMagicalResistance; // moved to Game //if (Player.Class != Class.Sorcerer) return; //Player.Fire = m.Fire; //Player.Ice = m.Ice; //Player.Arcane = m.Arcane; }
public static void upDatePlayersThread() { while (true) { for (int i = 0; i < Communication.Network.Connection.Connections.Count; i++) { if (Communication.Network.Connection.Connections[i].player != null) { Player player = Communication.Network.Connection.Connections[i].player; if (player.playerStats.hp > 0) { player.updateStats(); S_PLAYER_STAT_UPDATE sPlayerStatUpdate = new S_PLAYER_STAT_UPDATE(player); sPlayerStatUpdate.Send(Communication.Network.Connection.Connections[i]); } } } Thread.Sleep(3000); } }
public void Update(S_PLAYER_STAT_UPDATE message) { RegisterSlaying(EntityTracker.MeterUser, message.Slaying, message.Time.Ticks); }
public override void Process() { S_SELECT_USER sSelectUser = new S_SELECT_USER(); sSelectUser.Send(this.Connection); S_UPDATE_CONTENTS_ON_OFF sUpdateContentsOnOff1 = new S_UPDATE_CONTENTS_ON_OFF(2); sUpdateContentsOnOff1.Send(this.Connection); S_UPDATE_CONTENTS_ON_OFF sUpdateContentsOnOff2 = new S_UPDATE_CONTENTS_ON_OFF(3); sUpdateContentsOnOff2.Send(this.Connection); S_UPDATE_CONTENTS_ON_OFF sUpdateContentsOnOff3 = new S_UPDATE_CONTENTS_ON_OFF(4); sUpdateContentsOnOff3.Send(this.Connection); S_UPDATE_CONTENTS_ON_OFF sUpdateContentsOnOff4 = new S_UPDATE_CONTENTS_ON_OFF(8); sUpdateContentsOnOff4.Send(this.Connection); S_UPDATE_CONTENTS_ON_OFF sUpdateContentsOnOff5 = new S_UPDATE_CONTENTS_ON_OFF(9); sUpdateContentsOnOff5.Send(this.Connection); S_BROCAST_GUILD_FLAG sBrocastGuildFlag = new S_BROCAST_GUILD_FLAG(); sBrocastGuildFlag.Send(this.Connection); if (this.Connection.player.GM == 1) { S_QA_SET_ADMIN_LEVEL sQaSetAdminLevel = new S_QA_SET_ADMIN_LEVEL(); sQaSetAdminLevel.Send(this.Connection); } S_LOGIN sLogin = new S_LOGIN(this.Connection.player); sLogin.Send(this.Connection); S_SHOW_NPC_TO_MAP sShowNpcToMap = new S_SHOW_NPC_TO_MAP(); sShowNpcToMap.Send(this.Connection); S_PLAYER_STAT_UPDATE sPlayerStatUpdate = new S_PLAYER_STAT_UPDATE(this.Connection.player); sPlayerStatUpdate.Send(this.Connection); S_INVEN sInven = new S_INVEN(this.Connection.player); sInven.Send(this.Connection); S_AVAILABLE_SOCIAL_LIST sAvailableSocialList = new S_AVAILABLE_SOCIAL_LIST(); sAvailableSocialList.Send(this.Connection); S_CLEAR_QUEST_INFO sClearQuestInfo = new S_CLEAR_QUEST_INFO(); sClearQuestInfo.Send(this.Connection); S_DAILY_QUEST_COMPLETE_COUNT sDailyQuestCompleteCount = new S_DAILY_QUEST_COMPLETE_COUNT(); sDailyQuestCompleteCount.Send(this.Connection); S_COMPLETED_MISSION_INFO sCompletedMissionInfo = new S_COMPLETED_MISSION_INFO(); sCompletedMissionInfo.Send(this.Connection); S_ARTISAN_SKILL_LIST sArtisanSkillList = new S_ARTISAN_SKILL_LIST(); sArtisanSkillList.Send(this.Connection); S_ARTISAN_RECIPE_LIST sArtisanRecipeList = new S_ARTISAN_RECIPE_LIST(); sArtisanRecipeList.Send(this.Connection); S_PET_INCUBATOR_INFO_CHANGE sPetIncubatorInfoChange = new S_PET_INCUBATOR_INFO_CHANGE(); sPetIncubatorInfoChange.Send(this.Connection); S_MOVE_DISTANCE_DELTA sMoveDistanceDelta = new S_MOVE_DISTANCE_DELTA(); sMoveDistanceDelta.Send(this.Connection); S_MY_DESCRIPTION sMyDescription = new S_MY_DESCRIPTION(); sMyDescription.Send(this.Connection); S_F2P_PremiumUser_Permission sF2PPremiumUserPermission = new S_F2P_PremiumUser_Permission(); sF2PPremiumUserPermission.Send(this.Connection); S_HUDDLE_ADDING sHuddleAdding = new S_HUDDLE_ADDING(); sHuddleAdding.Send(this.Connection); S_MASSTIGE_STATUS sMasstigeStatus = new S_MASSTIGE_STATUS(); sMasstigeStatus.Send(this.Connection); S_AVAILABLE_EVENT_MATCHING_LIST sAvailableEventMatchingList = new S_AVAILABLE_EVENT_MATCHING_LIST(); sAvailableEventMatchingList.Send(this.Connection); S_CURRENT_ELECTION_STATE sCurrentElectionState = new S_CURRENT_ELECTION_STATE(); sCurrentElectionState.Send(this.Connection); S_USER_ITEM_EQUIP_CHANGER sUserItemEquipChanger = new S_USER_ITEM_EQUIP_CHANGER(this.Connection.player.playerId); sUserItemEquipChanger.Send(this.Connection); S_FESTIVAL_LIST sFestivalList = new S_FESTIVAL_LIST(); sFestivalList.Send(this.Connection); S_LOAD_TOPO sLoadTopo = new S_LOAD_TOPO(this.Connection.player); sLoadTopo.Send(this.Connection); S_LOAD_HINT sLoadHint = new S_LOAD_HINT(); sLoadHint.Send(this.Connection); S_ACCOUNT_BENEFIT_LIST sAccountBenefitList = new S_ACCOUNT_BENEFIT_LIST(this.Connection.Account); sAccountBenefitList.Send(this.Connection); S_SEND_USER_PLAY_TIME sSendUserPlayTime = new S_SEND_USER_PLAY_TIME(); sSendUserPlayTime.Send(this.Connection); S_UPDATE_NPCGUILD sUpdateNpcguild = new S_UPDATE_NPCGUILD(this.Connection.player); sUpdateNpcguild.Send(this.Connection); S_COMPLETED_MISSION_INFO sCompletedMissionInfo2 = new S_COMPLETED_MISSION_INFO(); sCompletedMissionInfo2.Send(this.Connection); S_FATIGABILITY_POINT sFatigabilityPoint = new S_FATIGABILITY_POINT(); sFatigabilityPoint.Send(this.Connection); S_LOAD_EP_INFO sLoadEpInfo = new S_LOAD_EP_INFO(); sLoadEpInfo.Send(this.Connection); }