示例#1
0
        public virtual void Deserialize(IDataReader reader)
        {
            this.experience               = reader.ReadVarUhLong();
            this.experienceLevelFloor     = reader.ReadVarUhLong();
            this.experienceNextLevelFloor = reader.ReadVarUhLong();
            this.experienceBonusLimit     = reader.ReadVarUhLong();
            this.kamas             = reader.ReadInt();
            this.statsPoints       = reader.ReadVarUhShort();
            this.additionnalPoints = reader.ReadVarUhShort();
            this.spellsPoints      = reader.ReadVarUhShort();
            this.alignmentInfos    = new ActorExtendedAlignmentInformations();
            this.alignmentInfos.Deserialize(reader);
            this.lifePoints            = reader.ReadVarUhInt();
            this.maxLifePoints         = reader.ReadVarUhInt();
            this.energyPoints          = reader.ReadVarUhShort();
            this.maxEnergyPoints       = reader.ReadVarUhShort();
            this.actionPointsCurrent   = reader.ReadVarShort();
            this.movementPointsCurrent = reader.ReadVarShort();
            this.initiative            = new CharacterBaseCharacteristic();
            this.initiative.Deserialize(reader);
            this.prospecting = new CharacterBaseCharacteristic();
            this.prospecting.Deserialize(reader);
            this.actionPoints = new CharacterBaseCharacteristic();
            this.actionPoints.Deserialize(reader);
            this.movementPoints = new CharacterBaseCharacteristic();
            this.movementPoints.Deserialize(reader);
            this.strength = new CharacterBaseCharacteristic();
            this.strength.Deserialize(reader);
            this.vitality = new CharacterBaseCharacteristic();
            this.vitality.Deserialize(reader);
            this.wisdom = new CharacterBaseCharacteristic();
            this.wisdom.Deserialize(reader);
            this.chance = new CharacterBaseCharacteristic();
            this.chance.Deserialize(reader);
            this.agility = new CharacterBaseCharacteristic();
            this.agility.Deserialize(reader);
            this.intelligence = new CharacterBaseCharacteristic();
            this.intelligence.Deserialize(reader);
            this.range = new CharacterBaseCharacteristic();
            this.range.Deserialize(reader);
            this.summonableCreaturesBoost = new CharacterBaseCharacteristic();
            this.summonableCreaturesBoost.Deserialize(reader);
            this.reflect = new CharacterBaseCharacteristic();
            this.reflect.Deserialize(reader);
            this.criticalHit = new CharacterBaseCharacteristic();
            this.criticalHit.Deserialize(reader);
            this.criticalHitWeapon = reader.ReadVarUhShort();
            this.criticalMiss      = new CharacterBaseCharacteristic();
            this.criticalMiss.Deserialize(reader);
            this.healBonus = new CharacterBaseCharacteristic();
            this.healBonus.Deserialize(reader);
            this.allDamagesBonus = new CharacterBaseCharacteristic();
            this.allDamagesBonus.Deserialize(reader);
            this.weaponDamagesBonusPercent = new CharacterBaseCharacteristic();
            this.weaponDamagesBonusPercent.Deserialize(reader);
            this.damagesBonusPercent = new CharacterBaseCharacteristic();
            this.damagesBonusPercent.Deserialize(reader);
            this.trapBonus = new CharacterBaseCharacteristic();
            this.trapBonus.Deserialize(reader);
            this.trapBonusPercent = new CharacterBaseCharacteristic();
            this.trapBonusPercent.Deserialize(reader);
            this.glyphBonusPercent = new CharacterBaseCharacteristic();
            this.glyphBonusPercent.Deserialize(reader);
            this.runeBonusPercent = new CharacterBaseCharacteristic();
            this.runeBonusPercent.Deserialize(reader);
            this.permanentDamagePercent = new CharacterBaseCharacteristic();
            this.permanentDamagePercent.Deserialize(reader);
            this.tackleBlock = new CharacterBaseCharacteristic();
            this.tackleBlock.Deserialize(reader);
            this.tackleEvade = new CharacterBaseCharacteristic();
            this.tackleEvade.Deserialize(reader);
            this.PAAttack = new CharacterBaseCharacteristic();
            this.PAAttack.Deserialize(reader);
            this.PMAttack = new CharacterBaseCharacteristic();
            this.PMAttack.Deserialize(reader);
            this.pushDamageBonus = new CharacterBaseCharacteristic();
            this.pushDamageBonus.Deserialize(reader);
            this.criticalDamageBonus = new CharacterBaseCharacteristic();
            this.criticalDamageBonus.Deserialize(reader);
            this.neutralDamageBonus = new CharacterBaseCharacteristic();
            this.neutralDamageBonus.Deserialize(reader);
            this.earthDamageBonus = new CharacterBaseCharacteristic();
            this.earthDamageBonus.Deserialize(reader);
            this.waterDamageBonus = new CharacterBaseCharacteristic();
            this.waterDamageBonus.Deserialize(reader);
            this.airDamageBonus = new CharacterBaseCharacteristic();
            this.airDamageBonus.Deserialize(reader);
            this.fireDamageBonus = new CharacterBaseCharacteristic();
            this.fireDamageBonus.Deserialize(reader);
            this.dodgePALostProbability = new CharacterBaseCharacteristic();
            this.dodgePALostProbability.Deserialize(reader);
            this.dodgePMLostProbability = new CharacterBaseCharacteristic();
            this.dodgePMLostProbability.Deserialize(reader);
            this.neutralElementResistPercent = new CharacterBaseCharacteristic();
            this.neutralElementResistPercent.Deserialize(reader);
            this.earthElementResistPercent = new CharacterBaseCharacteristic();
            this.earthElementResistPercent.Deserialize(reader);
            this.waterElementResistPercent = new CharacterBaseCharacteristic();
            this.waterElementResistPercent.Deserialize(reader);
            this.airElementResistPercent = new CharacterBaseCharacteristic();
            this.airElementResistPercent.Deserialize(reader);
            this.fireElementResistPercent = new CharacterBaseCharacteristic();
            this.fireElementResistPercent.Deserialize(reader);
            this.neutralElementReduction = new CharacterBaseCharacteristic();
            this.neutralElementReduction.Deserialize(reader);
            this.earthElementReduction = new CharacterBaseCharacteristic();
            this.earthElementReduction.Deserialize(reader);
            this.waterElementReduction = new CharacterBaseCharacteristic();
            this.waterElementReduction.Deserialize(reader);
            this.airElementReduction = new CharacterBaseCharacteristic();
            this.airElementReduction.Deserialize(reader);
            this.fireElementReduction = new CharacterBaseCharacteristic();
            this.fireElementReduction.Deserialize(reader);
            this.pushDamageReduction = new CharacterBaseCharacteristic();
            this.pushDamageReduction.Deserialize(reader);
            this.criticalDamageReduction = new CharacterBaseCharacteristic();
            this.criticalDamageReduction.Deserialize(reader);
            this.pvpNeutralElementResistPercent = new CharacterBaseCharacteristic();
            this.pvpNeutralElementResistPercent.Deserialize(reader);
            this.pvpEarthElementResistPercent = new CharacterBaseCharacteristic();
            this.pvpEarthElementResistPercent.Deserialize(reader);
            this.pvpWaterElementResistPercent = new CharacterBaseCharacteristic();
            this.pvpWaterElementResistPercent.Deserialize(reader);
            this.pvpAirElementResistPercent = new CharacterBaseCharacteristic();
            this.pvpAirElementResistPercent.Deserialize(reader);
            this.pvpFireElementResistPercent = new CharacterBaseCharacteristic();
            this.pvpFireElementResistPercent.Deserialize(reader);
            this.pvpNeutralElementReduction = new CharacterBaseCharacteristic();
            this.pvpNeutralElementReduction.Deserialize(reader);
            this.pvpEarthElementReduction = new CharacterBaseCharacteristic();
            this.pvpEarthElementReduction.Deserialize(reader);
            this.pvpWaterElementReduction = new CharacterBaseCharacteristic();
            this.pvpWaterElementReduction.Deserialize(reader);
            this.pvpAirElementReduction = new CharacterBaseCharacteristic();
            this.pvpAirElementReduction.Deserialize(reader);
            this.pvpFireElementReduction = new CharacterBaseCharacteristic();
            this.pvpFireElementReduction.Deserialize(reader);
            ushort num = reader.ReadUShort();

            this.spellModifications = new CharacterSpellModification[num];
            for (int i = 0; i < num; i++)
            {
                this.spellModifications[i] = new CharacterSpellModification();
                this.spellModifications[i].Deserialize(reader);
            }
            this.probationTime = reader.ReadInt();
        }
示例#2
0
 public CharacterCharacteristicsInformations(double experience, double experienceLevelFloor, double experienceNextLevelFloor, double experienceBonusLimit, int kamas, uint statsPoints, uint additionnalPoints, uint spellsPoints, ActorExtendedAlignmentInformations alignmentInfos, uint lifePoints, uint maxLifePoints, uint energyPoints, uint maxEnergyPoints, int actionPointsCurrent, int movementPointsCurrent, CharacterBaseCharacteristic initiative, CharacterBaseCharacteristic prospecting, CharacterBaseCharacteristic actionPoints, CharacterBaseCharacteristic movementPoints, CharacterBaseCharacteristic strength, CharacterBaseCharacteristic vitality, CharacterBaseCharacteristic wisdom, CharacterBaseCharacteristic chance, CharacterBaseCharacteristic agility, CharacterBaseCharacteristic intelligence, CharacterBaseCharacteristic range, CharacterBaseCharacteristic summonableCreaturesBoost, CharacterBaseCharacteristic reflect, CharacterBaseCharacteristic criticalHit, uint criticalHitWeapon, CharacterBaseCharacteristic criticalMiss, CharacterBaseCharacteristic healBonus, CharacterBaseCharacteristic allDamagesBonus, CharacterBaseCharacteristic weaponDamagesBonusPercent, CharacterBaseCharacteristic damagesBonusPercent, CharacterBaseCharacteristic trapBonus, CharacterBaseCharacteristic trapBonusPercent, CharacterBaseCharacteristic glyphBonusPercent, CharacterBaseCharacteristic runeBonusPercent, CharacterBaseCharacteristic permanentDamagePercent, CharacterBaseCharacteristic tackleBlock, CharacterBaseCharacteristic tackleEvade, CharacterBaseCharacteristic PAAttack, CharacterBaseCharacteristic PMAttack, CharacterBaseCharacteristic pushDamageBonus, CharacterBaseCharacteristic criticalDamageBonus, CharacterBaseCharacteristic neutralDamageBonus, CharacterBaseCharacteristic earthDamageBonus, CharacterBaseCharacteristic waterDamageBonus, CharacterBaseCharacteristic airDamageBonus, CharacterBaseCharacteristic fireDamageBonus, CharacterBaseCharacteristic dodgePALostProbability, CharacterBaseCharacteristic dodgePMLostProbability, CharacterBaseCharacteristic neutralElementResistPercent, CharacterBaseCharacteristic earthElementResistPercent, CharacterBaseCharacteristic waterElementResistPercent, CharacterBaseCharacteristic airElementResistPercent, CharacterBaseCharacteristic fireElementResistPercent, CharacterBaseCharacteristic neutralElementReduction, CharacterBaseCharacteristic earthElementReduction, CharacterBaseCharacteristic waterElementReduction, CharacterBaseCharacteristic airElementReduction, CharacterBaseCharacteristic fireElementReduction, CharacterBaseCharacteristic pushDamageReduction, CharacterBaseCharacteristic criticalDamageReduction, CharacterBaseCharacteristic pvpNeutralElementResistPercent, CharacterBaseCharacteristic pvpEarthElementResistPercent, CharacterBaseCharacteristic pvpWaterElementResistPercent, CharacterBaseCharacteristic pvpAirElementResistPercent, CharacterBaseCharacteristic pvpFireElementResistPercent, CharacterBaseCharacteristic pvpNeutralElementReduction, CharacterBaseCharacteristic pvpEarthElementReduction, CharacterBaseCharacteristic pvpWaterElementReduction, CharacterBaseCharacteristic pvpAirElementReduction, CharacterBaseCharacteristic pvpFireElementReduction, CharacterSpellModification[] spellModifications, int probationTime)
 {
     this.experience               = experience;
     this.experienceLevelFloor     = experienceLevelFloor;
     this.experienceNextLevelFloor = experienceNextLevelFloor;
     this.experienceBonusLimit     = experienceBonusLimit;
     this.kamas                          = kamas;
     this.statsPoints                    = statsPoints;
     this.additionnalPoints              = additionnalPoints;
     this.spellsPoints                   = spellsPoints;
     this.alignmentInfos                 = alignmentInfos;
     this.lifePoints                     = lifePoints;
     this.maxLifePoints                  = maxLifePoints;
     this.energyPoints                   = energyPoints;
     this.maxEnergyPoints                = maxEnergyPoints;
     this.actionPointsCurrent            = actionPointsCurrent;
     this.movementPointsCurrent          = movementPointsCurrent;
     this.initiative                     = initiative;
     this.prospecting                    = prospecting;
     this.actionPoints                   = actionPoints;
     this.movementPoints                 = movementPoints;
     this.strength                       = strength;
     this.vitality                       = vitality;
     this.wisdom                         = wisdom;
     this.chance                         = chance;
     this.agility                        = agility;
     this.intelligence                   = intelligence;
     this.range                          = range;
     this.summonableCreaturesBoost       = summonableCreaturesBoost;
     this.reflect                        = reflect;
     this.criticalHit                    = criticalHit;
     this.criticalHitWeapon              = criticalHitWeapon;
     this.criticalMiss                   = criticalMiss;
     this.healBonus                      = healBonus;
     this.allDamagesBonus                = allDamagesBonus;
     this.weaponDamagesBonusPercent      = weaponDamagesBonusPercent;
     this.damagesBonusPercent            = damagesBonusPercent;
     this.trapBonus                      = trapBonus;
     this.trapBonusPercent               = trapBonusPercent;
     this.glyphBonusPercent              = glyphBonusPercent;
     this.runeBonusPercent               = runeBonusPercent;
     this.permanentDamagePercent         = permanentDamagePercent;
     this.tackleBlock                    = tackleBlock;
     this.tackleEvade                    = tackleEvade;
     this.PAAttack                       = PAAttack;
     this.PMAttack                       = PMAttack;
     this.pushDamageBonus                = pushDamageBonus;
     this.criticalDamageBonus            = criticalDamageBonus;
     this.neutralDamageBonus             = neutralDamageBonus;
     this.earthDamageBonus               = earthDamageBonus;
     this.waterDamageBonus               = waterDamageBonus;
     this.airDamageBonus                 = airDamageBonus;
     this.fireDamageBonus                = fireDamageBonus;
     this.dodgePALostProbability         = dodgePALostProbability;
     this.dodgePMLostProbability         = dodgePMLostProbability;
     this.neutralElementResistPercent    = neutralElementResistPercent;
     this.earthElementResistPercent      = earthElementResistPercent;
     this.waterElementResistPercent      = waterElementResistPercent;
     this.airElementResistPercent        = airElementResistPercent;
     this.fireElementResistPercent       = fireElementResistPercent;
     this.neutralElementReduction        = neutralElementReduction;
     this.earthElementReduction          = earthElementReduction;
     this.waterElementReduction          = waterElementReduction;
     this.airElementReduction            = airElementReduction;
     this.fireElementReduction           = fireElementReduction;
     this.pushDamageReduction            = pushDamageReduction;
     this.criticalDamageReduction        = criticalDamageReduction;
     this.pvpNeutralElementResistPercent = pvpNeutralElementResistPercent;
     this.pvpEarthElementResistPercent   = pvpEarthElementResistPercent;
     this.pvpWaterElementResistPercent   = pvpWaterElementResistPercent;
     this.pvpAirElementResistPercent     = pvpAirElementResistPercent;
     this.pvpFireElementResistPercent    = pvpFireElementResistPercent;
     this.pvpNeutralElementReduction     = pvpNeutralElementReduction;
     this.pvpEarthElementReduction       = pvpEarthElementReduction;
     this.pvpWaterElementReduction       = pvpWaterElementReduction;
     this.pvpAirElementReduction         = pvpAirElementReduction;
     this.pvpFireElementReduction        = pvpFireElementReduction;
     this.spellModifications             = spellModifications;
     this.probationTime                  = probationTime;
 }