Package net.sf.l2j.gameserver.serverpackets

Examples of net.sf.l2j.gameserver.serverpackets.StatusUpdate$Attribute


        {
          sendPacket(new ItemList(this, false));
        }
       
        // Update current load as well
        StatusUpdate su = new StatusUpdate(getObjectId());
        su.addAttribute(StatusUpdate.CUR_LOAD, getCurrentLoad());
        sendPacket(su);
       
        // Cursed Weapon
        if (CursedWeaponsManager.getInstance().isCursed(item.getItemId()))
        {
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    {
      sendPacket(new ItemList(this, false));
    }
   
    // Update current load as well
    StatusUpdate su = new StatusUpdate(getObjectId());
    su.addAttribute(StatusUpdate.CUR_LOAD, getCurrentLoad());
    sendPacket(su);
   
    // Sends message to client if requested
    if (sendMessage)
    {
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    {
      sendPacket(new ItemList(this, false));
    }
   
    // Update current load as well
    StatusUpdate su = new StatusUpdate(getObjectId());
    su.addAttribute(StatusUpdate.CUR_LOAD, getCurrentLoad());
    sendPacket(su);
   
    // Sends message to client if requested
    if (sendMessage)
    {
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    {
      sendPacket(new ItemList(this, false));
    }
   
    // Update current load as well
    StatusUpdate su = new StatusUpdate(getObjectId());
    su.addAttribute(StatusUpdate.CUR_LOAD, getCurrentLoad());
    sendPacket(su);
   
    // Sends message to client if requested
    if (sendMessage)
    {
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    {
      sendPacket(new ItemList(this, false));
    }
   
    // Update current load as well
    StatusUpdate su = new StatusUpdate(getObjectId());
    su.addAttribute(StatusUpdate.CUR_LOAD, getCurrentLoad());
    sendPacket(su);
   
    // Sends message to client if requested
    if (sendMessage)
    {
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      }
    }
   
    // Send the StatusUpdate Server->Client Packet to the player with new CUR_LOAD (0x0e) information
    StatusUpdate su = new StatusUpdate(getObjectId());
    su.addAttribute(StatusUpdate.CUR_LOAD, getCurrentLoad());
    sendPacket(su);
   
    // Send the ItemList Server->Client Packet to the player in order to refresh its Inventory
    ItemList il = new ItemList(getInventory().getItems(), true);
    sendPacket(il);
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    {
      sendPacket(new ItemList(this, false));
    }
   
    // Update current load as well
    StatusUpdate playerSU = new StatusUpdate(getObjectId());
    playerSU.addAttribute(StatusUpdate.CUR_LOAD, getCurrentLoad());
    sendPacket(playerSU);
   
    // Send target update packet
    if (target instanceof PcInventory)
    {
      L2PcInstance targetPlayer = ((PcInventory) target).getOwner();
     
      if (!Config.FORCE_INVENTORY_UPDATE)
      {
        InventoryUpdate playerIU = new InventoryUpdate();
       
        if (newItem.getCount() > count)
        {
          playerIU.addModifiedItem(newItem);
        }
        else
        {
          playerIU.addNewItem(newItem);
        }
       
        targetPlayer.sendPacket(playerIU);
      }
      else
      {
        targetPlayer.sendPacket(new ItemList(targetPlayer, false));
      }
     
      // Update current load as well
      playerSU = new StatusUpdate(targetPlayer.getObjectId());
      playerSU.addAttribute(StatusUpdate.CUR_LOAD, targetPlayer.getCurrentLoad());
      targetPlayer.sendPacket(playerSU);
    }
    else if (target instanceof PetInventory)
    {
      PetInventoryUpdate petIU = new PetInventoryUpdate();
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    {
      sendPacket(new ItemList(this, false));
    }
   
    // Update current load as well
    StatusUpdate su = new StatusUpdate(getObjectId());
    su.addAttribute(StatusUpdate.CUR_LOAD, getCurrentLoad());
    sendPacket(su);
   
    // Sends message to client if requested
    if (sendMessage)
    {
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    {
      sendPacket(new ItemList(this, false));
    }
   
    // Update current load as well
    StatusUpdate su = new StatusUpdate(getObjectId());
    su.addAttribute(StatusUpdate.CUR_LOAD, getCurrentLoad());
    sendPacket(su);
   
    // Sends message to client if requested
    if (sendMessage)
    {
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    // TODO We mustn't send these informations to other players
    // Send the Server->Client packet StatusUpdate with current HP and MP to all L2PcInstance that must be informed of HP/MP updates of this L2PcInstance
    // super.broadcastStatusUpdate();
   
    // Send the Server->Client packet StatusUpdate with current HP, MP and CP to this L2PcInstance
    StatusUpdate su = new StatusUpdate(getObjectId());
    su.addAttribute(StatusUpdate.CUR_HP, (int) getCurrentHp());
    su.addAttribute(StatusUpdate.CUR_MP, (int) getCurrentMp());
    su.addAttribute(StatusUpdate.CUR_CP, (int) getCurrentCp());
    su.addAttribute(StatusUpdate.MAX_CP, getMaxCp());
    sendPacket(su);
   
    // Check if a party is in progress and party window update is usefull
    if (isInParty() && (needCpUpdate(352) || super.needHpUpdate(352) || needMpUpdate(352)))
    {
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