KO UO Topic buffs effects - LIHACHTETAN/ClassicUO-Bad-Newbie-CSharp-Scripts-IDE GitHub Wiki

ะฃะบั€ะฐั—ะฝััŒะบะฐ ยท ะ ัƒััะบะธะน ยท English ยท Deutsch ยท Franรงais ยท Italiano ยท Espaรฑol ยท ็น้ซ”ไธญๆ–‡ ยท ๆ—ฅๆœฌ่ชž ยท ํ•œ๊ตญ์–ด

๋ฒ„ํ”„ ๋ฐ ํšจ๊ณผ

ํ™ˆ ยท C# ยท IDE ยท UO API ยท Aโ€“Z ยท ์˜ˆ ยท ์–ธ์–ด

ํšจ๊ณผ ๋ฐ ์ƒํƒœ ํ™•์ธ ํŒจ๋„. ๋ถ€์ •์ ์ธ ์ƒํƒœ ํ™•์ธ์ด ๊ฐ€๋Šฅํ•œ ๋ชจ๋“  ํšจ๊ณผ๊ฐ€ ์—†๋‹ค๋Š” ๊ฒƒ์„ ์˜๋ฏธํ•˜์ง€๋Š” ์•Š์Šต๋‹ˆ๋‹ค.

์„น์…˜

์ฃผ์ œ ๋ช…๋ น ๋ฐ ์„ค๋ช…
Buff Bar UO.GetBuffBarInfo
Poison UO.Poisoned
Paralyze UO.Paralyzed
Frozen UO.Frozen
Flying UO.Flying
์ €ํ•ญ UO.GetResist ยท UO.GetPhysicalResist ยท UO.GetFireResist ยท UO.GetColdResist ยท UO.GetPoisonResist ยท UO.GetEnergyResist

๋ชจ๋“  ํ…Œ๋งˆ ๋ช…๋ น

๋ฒ„ํ”„ ๋ฐ”

UO.GetBuffBarInfo

์ฃผ์ œ์— ๋Œ€ํ•œ ์˜ˆ

๊ฐ ๋ช…๋ น ์นด๋“œ์—๋Š” ์ง์ ‘ ์ฝ”๋“œ, ํ•จ์ˆ˜ ๋ฐ ํด๋ž˜์Šค ๋“ฑ ์—ฌ๋Ÿฌ ๊ฐ€์ง€ ๋…๋ฆฝ์ ์ธ ์‹œ๋‚˜๋ฆฌ์˜ค๊ฐ€ ์žˆ์Šต๋‹ˆ๋‹ค. ๋‹ค์Œ์€ ์„ ํƒ๋œ ์งง์€ ์‹œ๋‚˜๋ฆฌ์˜ค์ž…๋‹ˆ๋‹ค. ์ œํ•œ์‚ฌํ•ญ๊ณผ ์ „์ฒด ๋ถ„์„์ด ์นด๋“œ์— ํฌํ•จ๋˜์–ด ์žˆ์Šต๋‹ˆ๋‹ค.

UO.GetBuffBarInfo

๋งค๊ฐœ๋ณ€์ˆ˜, ๊ฒฐ๊ณผ ๋ฐ ๋ชจ๋“  ์‹œ๋‚˜๋ฆฌ์˜ค

var buffs = UO.GetBuffBarInfo();
for (int i = (int)(0); i <= ArrayLength(buffs)-1; i += (int)(1))
{
    UO.Print(buffs[i]);
}

int ArrayLength(object? value) => value is System.Array array ? array.Length : 0;

UO.Paralyzed

๋งค๊ฐœ๋ณ€์ˆ˜, ๊ฒฐ๊ณผ ๋ฐ ๋ชจ๋“  ์‹œ๋‚˜๋ฆฌ์˜ค

var state = UO.Paralyzed();
if (Truth(Truth(state) == true))
{
    UO.Print("Paralysis flag is set");
}
else
{
    UO.Print("Paralysis flag is absent or unavailable");
}

bool Truth(object? value) => value is bool flag ? flag : value is string text ? !string.IsNullOrEmpty(text) : value != null && Convert.ToDouble(value) != 0;

์ „์ฒด ๋ช…๋ น ์ฐธ์กฐ


UO.GetBuffBarInfo

ะฃะบั€ะฐั—ะฝััŒะบะฐ ยท ะ ัƒััะบะธะน ยท English ยท Deutsch ยท Franรงais ยท Italiano ยท Espaรฑol ยท ็น้ซ”ไธญๆ–‡ ยท ๆ—ฅๆœฌ่ชž ยท ํ•œ๊ตญ์–ด

C# ์‹œ๊ทธ๋‹ˆ์ฒ˜

dynamic UO.GetBuffBarInfo();

ํ˜„์žฌ ์บ๋ฆญํ„ฐ์˜ ๋ฒ„ํ”„ ์•„์ด์ฝ˜ ์Šค๋ƒ…์ƒท์„ ๋ฐ˜ํ™˜ํ•ฉ๋‹ˆ๋‹ค.

๋งค๊ฐœ๋ณ€์ˆ˜

๋งค๊ฐœ๋ณ€์ˆ˜๊ฐ€ ์—†์Šต๋‹ˆ๋‹ค.

๋ฐ˜ํ™˜๊ฐ’

type|graphic|remainingMilliseconds|text ํ˜•์‹์˜ ์ค„ ๋ฐฐ์—ด์ž…๋‹ˆ๋‹ค. remainingMilliseconds=-1(Timer=uint.MaxValue์˜ ๊ฒฝ์šฐ); ๊ทธ๋ ‡์ง€ ์•Š์œผ๋ฉด ์ตœ๋Œ€(0,Timer-Time.Ticks). ๋ฌธ์ž/์•„์ด์ฝ˜ ์—†์Œ - ๋นˆ ๋ฐฐ์—ด์ž…๋‹ˆ๋‹ค.

๋™์ž‘

  • ๋ฐ์ดํ„ฐ๋Š” ์„œ๋ฒ„์— ๋Œ€ํ•œ ์š”์ฒญ ์—†์ด Player.BuffIcons.Values์—์„œ ๊ฐ€์ ธ์˜ต๋‹ˆ๋‹ค. remainingMilliseconds ๊ฐ’์€ ํด๋ผ์ด์–ธํŠธ ํƒ€์ด๋จธ๋ฅผ ๋‚˜ํƒ€๋‚ด๋ฉฐ ์ตœ์‹ ์ด ์•„๋‹ ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค. -1๋Š” ์˜ค๋ฅ˜๊ฐ€ ์•„๋‹Œ ๋ฌด๊ธฐํ•œ ํƒ€์ด๋จธ๋ฅผ ๋‚˜ํƒ€๋ƒ…๋‹ˆ๋‹ค. ํ…์ŠคํŠธ์—๋Š” | ๋ฌธ์ž์ด๋ฏ€๋กœ ์ •ํ™•ํžˆ ๋„ค ๊ฐœ์˜ ๊ฐ„๋‹จํ•œ ๋‹จ์–ด๊ฐ€ ์žˆ์„ ๊ฒƒ์œผ๋กœ ์˜ˆ์ƒ๋˜์ง€๋Š” ์•Š์Šต๋‹ˆ๋‹ค.

๋…๋ฆฝ ์‹คํ–‰ C# ์Šคํฌ๋ฆฝํŠธ

๊ฐ ์˜ˆ์ œ๋Š” ๋ณ„๋„์˜ ํŒŒ์ผ .csx๋กœ ์ €์žฅํ•˜๊ณ  IDE์—์„œ ์‹คํ–‰ํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค. UO ๊ฐœ์ฒด์™€ ๋Œ€๊ธฐ ๊ธฐ๋Šฅ์€ ํ˜„์žฌ ๊ฒŒ์ž„ ์„ธ์…˜์˜ ํ˜ธ์ŠคํŠธ๋ฅผ ์ œ๊ณตํ•ฉ๋‹ˆ๋‹ค. ๋ฐ๋ชจ serial ์ด๋ฆ„, ์ขŒํ‘œ, ์ฃผ์†Œ๋ฅผ ์ž์‹ ์˜ ๊ฒƒ์œผ๋กœ ๋ฐ”๊พธ์„ธ์š”.

๊ฐ„๋‹จํ•œ ์˜ˆ์ œ

์ด ์ฝ”๋“œ๋ฅผ ๋ณ„๋„์˜ .csx ํŒŒ์ผ๋กœ ์‹คํ–‰ํ•˜์„ธ์š”. ์ธ์ˆ˜๋Š” ํ˜ธ์ถœ์— ์ง์ ‘ ํ‘œ์‹œ๋ฉ๋‹ˆ๋‹ค. ์˜ˆ์ œ์˜ ์ด๋ฆ„, serial, ์ฃผ์†Œ๋ฅผ ์ž์‹ ์˜ ๊ฐ’์œผ๋กœ ๋ฐ”๊พธ์„ธ์š”.

ํ•œ ๋ฒˆ์˜ ํ˜ธ์ถœ ๊ฒฐ๊ณผ๋ฅผ ์ €๋„์— ํ‘œ์‹œํ•ฉ๋‹ˆ๋‹ค. ์ˆซ์ž๋ฅผ bool๋กœ ๋ณ€ํ™˜ํ•˜์ง€ ์•Š์œผ๋ฉฐ, ๋ฐฐ์—ด์ด๋ฉด ์š”์†Œ ์ˆ˜๋ฅผ ํ‘œ์‹œํ•ฉ๋‹ˆ๋‹ค.

object? result = UO.GetBuffBarInfo();
UO.Print(result is Array values ? "Count: " + values.Length : Convert.ToString(result));

1. ๋ฒ„ํ”„๋ฐ” ์Šค๋ƒ…์ƒท ํ‘œ์‹œ - ์ง์ ‘ ์Šคํฌ๋ฆฝํŠธ

๋งค๊ฐœ๋ณ€์ˆ˜์™€ ์‹คํ–‰ ํ๋ฆ„:

  • ๊ฐ ์ค„์—๋Š” type, graphic, ํƒ€์ด๋จธ ๋‚˜๋จธ์ง€ ๋ฐ ํ…์ŠคํŠธ๊ฐ€ ํฌํ•จ๋ฉ๋‹ˆ๋‹ค.
var buffs = UO.GetBuffBarInfo();
for (int i = (int)(0); i <= ArrayLength(buffs)-1; i += (int)(1))
{
    UO.Print(buffs[i]);
}

int ArrayLength(object? value) => value is System.Array array ? array.Length : 0;

2. ์•Œ๋ ค์ง„ ๋ฒ„ํ”„ ์ˆ˜ - ์Šคํฌ๋ฆฝํŠธ ๊ธฐ๋Šฅ

๋งค๊ฐœ๋ณ€์ˆ˜์™€ ์‹คํ–‰ ํ๋ฆ„:

  • ํฌ๊ธฐ๋Š” ํ˜„์žฌ ํด๋ผ์ด์–ธํŠธ ์•„์ด์ฝ˜์„ ๋ฐ˜์˜ํ•ฉ๋‹ˆ๋‹ค.
return  RunScenario();
 object? RunScenario()
{
    var buffs = UO.GetBuffBarInfo();
    UO.Print(Convert.ToString(ArrayLength(buffs)));
    return null;
}

int ArrayLength(object? value) => value is System.Array array ? array.Length : 0;

3. ํœด์‹ ํ›„ ์‹ ์„ ํ•œ ์ƒท - ๋Œ€๋ณธ ์ˆ˜์—…

๋งค๊ฐœ๋ณ€์ˆ˜์™€ ์‹คํ–‰ ํ๋ฆ„:

  • ์ƒˆ๋กœ์šด ํ˜ธ์ถœ์€ ํ˜„์žฌ ์„ธํŠธ๋ฅผ ๋‹ค์‹œ ์ฝ์Šต๋‹ˆ๋‹ค. ์ด์ „ ์–ด๋ ˆ์ด๋Š” ์Šค๋ƒ…์ƒท์œผ๋กœ ๋‚จ์•„ ์žˆ์Šต๋‹ˆ๋‹ค.
return await new ScriptScenario(UO, WaitAsync, Args, Cancellation, Checkpoint).RunScenarioAsync();
class ScriptScenario
{
    private readonly global::ClassicUO.CSharp.CSharpGameApi UO;
    private readonly Func<int, Task> WaitAsync;
    private readonly string[] Args;
    private readonly CancellationToken Cancellation;
    private readonly Action Checkpoint;
    public ScriptScenario(global::ClassicUO.CSharp.CSharpGameApi api, Func<int, Task> wait, string[] args, CancellationToken cancellation, Action checkpoint)
    {
        UO = api;
        WaitAsync = wait;
        Args = args;
        Cancellation = cancellation;
        Checkpoint = checkpoint;
    }

    async public Task<object?> RunScenarioAsync()
    {
        var before = UO.GetBuffBarInfo();
        await Delay(1000);
        var after = UO.GetBuffBarInfo();
        UO.Print(Convert.ToString(ArrayLength(before)) + " " + Convert.ToString(ArrayLength(after)));
        return null;
    }

    int ArrayLength(object? value) => value is System.Array array ? array.Length : 0;
    Task Delay(object? milliseconds) => WaitAsync(checked((int)Convert.ToDouble(milliseconds)));
}

๋ช…๋ น ๊ตฌํ˜„

C#์€ ๋Œ€์†Œ๋ฌธ์ž๋ฅผ ๊ตฌ๋ถ„ํ•ฉ๋‹ˆ๋‹ค. ์ •ํ™•ํ•œ UO ์ด๋ฆ„์„ ์‚ฌ์šฉํ•˜์„ธ์š”. ์ˆซ์ž ํ”Œ๋ž˜๊ทธ๋Š” 0๊ณผ ๋น„๊ตํ•˜๊ณ  ๋ฐ˜ํ™˜ ํ˜•์‹์ด bool์ผ ๋•Œ๋งŒ bool์„ ์‚ฌ์šฉํ•˜์„ธ์š”.

UO.GetBuffBarInfo() โ€” UO.GetBuffBarInfo()

๋งค๊ฐœ๋ณ€์ˆ˜: ๋งค๊ฐœ๋ณ€์ˆ˜๊ฐ€ ์—†์Šต๋‹ˆ๋‹ค.

๊ฒฐ๊ณผ: dynamic / Any.

ํ˜ธ์ถœ ์‹œ:

๋‚ด๋ถ€ ๊ตฌํ˜„ ์ฝ”๋“œ์ด๋ฉฐ ๋…๋ฆฝ ์Šคํฌ๋ฆฝํŠธ๋กœ ์‹คํ–‰ํ•  ์ˆ˜ ์—†์Šต๋‹ˆ๋‹ค.

case "getbuffbarinfo": return StringArray(bridge.GetBuffBarInfo());
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