PlayerStat() public static method

public static PlayerStat ( character c ) : byte[]
c character
return byte[]
示例#1
0
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        // Balloons
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        void HandleBalloon(byte slot, int ItemID)
        {
            List <int> lis = Character.Spawn;

            //ItemBuff(ItemID);
            Send(lis, Packet.ActionPacket(1, 0, ItemID, Character.Information.UniqueID, Character.Action.CastingSkill, 0));
            Send(lis, Packet.SkillIconPacket(Character.Information.UniqueID, ItemID, Character.Action.Buff.OverID[Character.Action.Buff.slot], false));
            Send(lis, Packet.BalloonTicket(Character.Action.Buff.OverID[Character.Action.Buff.slot], rnd.Next(1, 999999)));
            client.Send(Packet.PlayerStat(Character));
        }
示例#2
0
 /////////////////////////////////////////////////////////////////////////////////
 // Update set stats
 /////////////////////////////////////////////////////////////////////////////////
 #region Set Stats
 public void SetStat()
 {
     //Wrap our function inside a catcher
     try
     {
         //Update stats hp / mp
         Character.Stat.Hp = Formule.gamePhp(Character.Information.Level, Character.Stat.Strength);
         Character.Stat.Mp = Formule.gamePmp(Character.Information.Level, Character.Stat.Intelligence);
         //Send visual update packet
         client.Send(Packet.PlayerStat(Character));
     }
     catch (Exception ex)
     {
         Console.WriteLine("Set stats error {0}", ex);
         Systems.Debugger.Write(ex);
     }
 }
示例#3
0
文件: Mastery.cs 项目: uvbs/DarkEmu
        void Mastery_Skill_Up()
        {
            try
            {
                if (!Character.Action.upskilltimer)
                {
                    Character.Action.upskilltimer = true;
                    SkillUpTimer(250);

                    PacketReader Reader  = new PacketReader(PacketInformation.buffer);
                    int          skillid = Reader.Int32();
                    if (!(Character.Information.SkillPoint < Data.SkillBase[skillid].SkillPoint))
                    {
                        Character.Information.SkillPoint -= Data.SkillBase[skillid].SkillPoint;
                        client.Send(Packet.InfoUpdate(2, Character.Information.SkillPoint, 0));
                        client.Send(Packet.SkillUpdate(skillid));
                        client.Send(Packet.PlayerStat(Character));

                        SaveSkill(skillid);

                        MsSQL ms = new MsSQL("SELECT * FROM saved_skills WHERE owner='" + Character.Information.CharacterID + "'");
                        using (SqlDataReader reader = ms.Read())
                            Character.Stat.Skill.AmountSkill = ms.Count();
                        int i = 1;
                        using (SqlDataReader reader = ms.Read())
                        {
                            while (reader.Read())
                            {
                                Character.Stat.Skill.Skill[i] = reader.GetInt32(2);
                                i++;
                            }
                        }
                        ms.Close();

                        SkillGetOpened(skillid);
                    }
                }
            }
            catch (Exception ex)
            {
                Systems.Debugger.Write(ex);
            }
        }
示例#4
0
        void InGameSuccess()
        {
            //Wrap our function inside a catcher
            try
            {
                //If character isnt ingame yet
                if (!Character.InGame)
                {
                    //Load player data
                    PlayerDataLoad();
                    //Load premium ticket
                    LoadTicket(Character);
                    //Load guild information
                    LoadPlayerGuildInfo(true);
                    //Load spawns
                    ObjectSpawnCheck();
                    //Send stats packet
                    client.Send(Packet.PlayerStat(Character));
                    //Send player state packet
                    client.Send(Packet.StatePack(Character.Information.UniqueID, 0x04, 0x02, false));
                    //Send complete load packet
                    client.Send(Packet.Completeload());
                    //Send player silk packet
                    client.Send(Packet.Silk(Player.Silk, Player.SilkPrem));
                    //Set new movement stopwatch
                    Character.Position.Movementwatch = new System.Diagnostics.Stopwatch();
                    //Load friends
                    GetFriendsList();
                    //Set player online
                    MsSQL.UpdateData("UPDATE character SET online='1' WHERE id='" + Character.Information.CharacterID + "'");
                    //Set ingame bool to true
                    this.Character.InGame = true;
                    //Load message welcome (Copyright message leave intact).
                    LoadMessage();
                    //Load guild data
                    GetGuildData();
                    //Update hp and mp
                    UpdateHp();
                    UpdateMp();
                    //Set player to normal state (4 0) / Not attackable = (4 2)
                    client.Send(Packet.StatePack(Character.Information.UniqueID, 0x04, 0x00, false));

                    //Disabled until fully reworked and updated and optimized.
                    //Load transport
                    //LoadTransport();
                    //Load grabpet if active
                    //LoadGrabPet();

                    //Regen
                    this.HPregen(4000);
                    this.MPregen(4000);
                }
            }
            //Catch bad exception errors
            catch (Exception ex)
            {
                //Write information to the console
                Console.WriteLine("InGame Success Error: {0}", ex);
                //Write error to debug log
                Systems.Debugger.Write(ex);
            }
        }