^Player**^
Yeah, they don't work on the AS3 Client. I added this into wServer > Realm > Entities > Player > Player.cs
Btw the other code that doesn't have anything to do with it is just the rest of the function or whatever.
Code:
public Player(Client client)
: base(client.Manager, (ushort) client.Character.ObjectType, client.Random)
{
this.client = client;
statsMgr = new StatsManager(this);
switch(client.Account.Rank) {
case 0:
Name = client.Account.Name; break;
case 1:
Name = "[Ranger] " + client.Account.Name; break;
case 2:
Name = "[Temp Moderator] " + client.Account.Name; break;
case 3:
Name = "[Temp Developer] " + client.Account.Name; break;
case 4:
Name = "[Artist] " + client.Account.Name; break;
case 5:
Name = "[Developer] " + client.Account.Name; break;
case 6:
Name = "[Moderator] " + client.Account.Name; break;
case 7:
Name = "[Team Lead] " + client.Account.Name; break;
}
Name = client.Account.Name;
AccountId = client.Account.AccountId;
Name = client.Account.Name;
Level = client.Character.Level;
Experience = client.Character.Exp;
ExperienceGoal = GetExpGoal(client.Character.Level);
Stars = GetStars();
Texture1 = client.Character.Tex1;
Texture2 = client.Character.Tex2;
Effect = client.Character.Effect;
XmlEffect = "";
Skin = client.Character.Skin;
PermaSkin = client.Character.PermaSkin != 0;
XpBoost = client.Character.XpBoost;
Credits = client.Account.Credits;
Souls = client.Account.Souls;
NameChosen = client.Account.NameChosen;
CurrentFame = client.Account.Stats.Fame;
Fame = client.Character.CurrentFame;
ClassStats state = client.Account.Stats.ClassStates.SingleOrDefault(_ => _.ObjectType == ObjectType);
FameGoal = GetFameGoal(state != null ? state******Fame : 0);
Glowing = -1;
Manager.Data.AddPendingAction(db =>
{
if (db.IsUserInLegends(AccountId))
Glowing = 0xFF0000;
if (client.Account.Admin)
Glowing = 0xFF00FF;
});
Guild = client.Account.Guild.Name;
GuildRank = client.Account.Guild.Rank;
HP = client.Character.HitPoints;
MP = client.Character.MagicPoints;
Floors = client.Character.Floors;
ConditionEffects = 0;
OxygenBar = 100;
Party = Party.GetParty(this);
if(Party != null)
if (Party.Leader.AccountId == AccountId)
Party.Leader = this;
else
Party.Members.Add(this);
if (HP <= 0)
HP = client.Character.MaxHitPoints;
Locked = client.Account.Locked ?? new List<int>();
Ignored = client.Account.Ignored ?? new List<int>();
try
{
Manager.Data.AddPendingAction(db =>
{
Locked = db.GetLockeds(AccountId);
Ignored = db.GetIgnoreds(AccountId);
});
}
catch
{
}
Inventory = new Inventory(this,
client.Character.Equipment
.Select(_ => _ == 0xffff ? null : client.Manager.GameData.Items[_])
.ToArray(),
client.Character.EquipData);
Inventory.InventoryChanged += (sender, e) => CalculateBoost();
SlotTypes =
Utils.FromCommaSepString32(
client.Manager.GameData.ObjectTypeToElement[ObjectType].Element("SlotTypes").Value);
Stats = new[]
{
client.Character.MaxHitPoints,
client.Character.MaxMagicPoints,
client.Character.Attack,
client.Character.Defense,
client.Character.Speed,
client.Character.HpRegen,
client.Character.MpRegen,
client.Character.Dexterity
};
Pet = null;
for (int i = 0; i < SlotTypes.Length; i++)
if (SlotTypes[i] == 0) SlotTypes[i] = 10;
AddRecipes();
}
Anything on why it doesn't work?