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https://github.com/rafi1212122/PemukulPaku
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Affixes and Equipment (#2)
* Update Equipment.cs Added LVL and EXP params while adding some equipment * Update Equipment.cs changed params to the appropriate type and removed casting * Update Equipment.cs Removed unnecessary changes. * Update RefineStigmataRuneReqHandler.cs Simplified rolling * Update GiveCommand.cs Changed Default behavior of Equipment commands to grant only the max star level versions. Default's to max level as well. * Update GiveCommand.cs Added more command aliases, > valks, valkyries, weap, wep, > weapons-all, weap-all, wep-all, stigmata-all, stigs-all added Avatar ID `316` to the blocked IDs list to prevent buggy behavior. (might add `avatars-all` to get them back) give weap/stigs 0 grants max level items without the `-all` equipment only gives the highest rarity of each weapon. * Update RefineStigmataRuneReqHandler.cs Affixes are now 90% functional * Update SelectNewStigmataRuneReqHandler.cs Should work for any further affix handling changes without needing modifications (might break on 10x but shouldn't) * Update AvatarCommand.cs Blocked Sus-Nya * Update AvatarCommand.cs bitwise -> logical OR * Update GiveCommand.cs bitwise -> logical OR * Update RefineStigmataRuneReqHandler.cs bitwise -> logical AND * Created Personal Abyss Command * Created abyss command * Update User.cs Stores personal Abyss Temperature * Update UltraEndlessGetMainDataReqHandler.cs Uses personal Abyss Temp
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34
GameServer/Commands/AbyssCommand.cs
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34
GameServer/Commands/AbyssCommand.cs
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using Common.Database;
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using Common.Resources.Proto;
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using Common.Utils.ExcelReader;
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using PemukulPaku.GameServer.Game;
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namespace PemukulPaku.GameServer.Commands
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{
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[CommandHandler("abyss", "", CommandType.Player)]
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internal class AbyssCommand : Command
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{
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public override void Run(Session session, string[] args)
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{
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Run(session.Player, args);
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//session.ProcessPacket(Packet.FromProto(new UltraEndlessGetMainDataReq() { }, CmdId.UltraEndlessGetMainDataReq));
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}
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public override void Run(Player player, string[] args)
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{
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string action = args[0];
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uint value = args[1] is not null ? uint.Parse(args[1]) : 0;
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switch (action)
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{
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case "temp":
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player.User.AbyssDynamicHard = value;
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break;
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default:
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throw new ArgumentException("Unrecognized action");
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}
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player.User.Save();
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}
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}
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}
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