Package net.sf.l2j.gameserver.serverpackets

Examples of net.sf.l2j.gameserver.serverpackets.StatusUpdate.addAttribute()


            if (partnerIU != null) _partner.sendPacket(partnerIU);
            else _partner.sendPacket(new ItemList(_partner, false));

            // Update current load as well
            StatusUpdate playerSU = new StatusUpdate(_owner.getObjectId());
            playerSU.addAttribute(StatusUpdate.CUR_LOAD, _owner.getCurrentLoad());
            _owner.sendPacket(playerSU);
            playerSU = new StatusUpdate(_partner.getObjectId());
            playerSU.addAttribute(StatusUpdate.CUR_LOAD, _partner.getCurrentLoad());
            _partner.sendPacket(playerSU);
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            // Update current load as well
            StatusUpdate playerSU = new StatusUpdate(_owner.getObjectId());
            playerSU.addAttribute(StatusUpdate.CUR_LOAD, _owner.getCurrentLoad());
            _owner.sendPacket(playerSU);
            playerSU = new StatusUpdate(_partner.getObjectId());
            playerSU.addAttribute(StatusUpdate.CUR_LOAD, _partner.getCurrentLoad());
            _partner.sendPacket(playerSU);

            success = true;
        }
        // Finish the trade
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                    activeChar.sendPacket(iu);
                }
                else activeChar.sendPacket(new ItemList(activeChar, true));
           
                StatusUpdate su = new StatusUpdate(activeChar.getObjectId());
                su.addAttribute(StatusUpdate.CUR_LOAD, activeChar.getCurrentLoad());
                activeChar.sendPacket(su);
           
                activeChar.broadcastUserInfo();
           
                L2World world = L2World.getInstance();
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            }
        }
        sm = null;
       
        StatusUpdate su = new StatusUpdate(activeChar.getObjectId());
        su.addAttribute(StatusUpdate.CUR_LOAD, activeChar.getCurrentLoad());
        activeChar.sendPacket(su);     
        su = null;
       
        activeChar.sendPacket(new EnchantResult(item.getEnchantLevel())); //FIXME i'm really not sure about this...
        activeChar.sendPacket(new ItemList(activeChar, false)); //TODO update only the enchanted item
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      player.sendPacket(soldMsg);
    }

      // Update current load as well
    StatusUpdate su = new StatusUpdate(player.getObjectId());
    su.addAttribute(StatusUpdate.CUR_LOAD, player.getCurrentLoad());
    player.sendPacket(su);
    player.sendPacket(new ItemList(player, true));
  }

  /* (non-Javadoc)
 
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    if (playerIU != null) player.sendPacket(playerIU);
    else player.sendPacket(new ItemList(player, false));

    // Update current load status on player
    StatusUpdate su = new StatusUpdate(player.getObjectId());
    su.addAttribute(StatusUpdate.CUR_LOAD, player.getCurrentLoad());
    player.sendPacket(su);
  }

  /* (non-Javadoc)
   * @see net.sf.l2j.gameserver.clientpackets.ClientBasePacket#getType()
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      _log.fine("Broadcast Status Update for " + getObjectId() + "(" + getName() + "). HP: " + getCurrentHp());
    }
   
    // Create the Server->Client packet StatusUpdate with current HP and MP
    StatusUpdate su = new StatusUpdate(getObjectId());
    su.addAttribute(StatusUpdate.CUR_HP, (int) getCurrentHp());
    su.addAttribute(StatusUpdate.CUR_MP, (int) getCurrentMp());
   
    // Go through the StatusListener
    // Send the Server->Client packet StatusUpdate with current HP and MP
   
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    }
   
    // Create the Server->Client packet StatusUpdate with current HP and MP
    StatusUpdate su = new StatusUpdate(getObjectId());
    su.addAttribute(StatusUpdate.CUR_HP, (int) getCurrentHp());
    su.addAttribute(StatusUpdate.CUR_MP, (int) getCurrentMp());
   
    // Go through the StatusListener
    // Send the Server->Client packet StatusUpdate with current HP and MP
   
    synchronized (getStatus().getStatusListener())
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    int initmpcons = getStat().getMpInitialConsume(skill);
    if (initmpcons > 0)
    {
      StatusUpdate su = new StatusUpdate(getObjectId());
      getStatus().reduceMp(calcStat(Stats.MP_CONSUME_RATE, initmpcons, null, null));
      su.addAttribute(StatusUpdate.CUR_MP, (int) getCurrentMp());
      sendPacket(su);
    }
   
    // Disable the skill during the re-use delay and create a task EnableSkill with Medium priority to enable it at the end of the re-use delay
    if (reuseDelay > 10)
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      {
        if (su == null)
        {
          su = new StatusUpdate(getObjectId());
        }
        su.addAttribute(StatusUpdate.ATK_SPD, getPAtkSpd());
      }
      else if (stat == Stats.MAGIC_ATTACK_SPEED)
      {
        if (su == null)
        {
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