M Packets/NosSmooth.Packets/Server/Skills/SkiPacket.cs => Packets/NosSmooth.Packets/Server/Skills/SkiPacket.cs +4 -4
@@ 11,17 11,17 @@ namespace NosSmooth.Packets.Server.Skills;
/// <summary>
/// Information about skills, sent when changing sp, map etc.
/// </summary>
-/// <param name="PrimarySkillId">The primary skill id.</param>
-/// <param name="SecondarySkillId">The secondary skill id. (may be same as primary in some cases, like for special cards).</param>
+/// <param name="PrimarySkillVNum">The primary skill vnum.</param>
+/// <param name="SecondarySkillVNum">The secondary skill vnum. (may be same as primary in some cases, like for special cards).</param>
/// <param name="SkillSubPackets">The rest of the skills.</param>
[PacketHeader("ski", PacketSource.Server)]
[GenerateSerializer(true)]
public record SkiPacket
(
[PacketIndex(0)]
- long PrimarySkillId,
+ long PrimarySkillVNum,
[PacketIndex(1)]
- long SecondarySkillId,
+ long SecondarySkillVNum,
[PacketListIndex(2, InnerSeparator = '|', ListSeparator = ' ')]
IReadOnlyList<SkiSubPacket> SkillSubPackets
) : IPacket;=
\ No newline at end of file
M Packets/NosSmooth.Packets/Server/Skills/SkiSubPacket.cs => Packets/NosSmooth.Packets/Server/Skills/SkiSubPacket.cs +2 -2
@@ 11,14 11,14 @@ namespace NosSmooth.Packets.Server.Skills;
/// <summary>
/// Sub packet for <see cref="SkiPacket"/> containing information about a skill.
/// </summary>
-/// <param name="SkillId">The id of the skill.</param>
+/// <param name="SkillId">The vnum of the skill.</param>
/// <param name="Rank">The rank of the skill.</param>
[PacketHeader(null, PacketSource.Server)]
[GenerateSerializer(true)]
public record SkiSubPacket
(
[PacketIndex(0)]
- long SkillId,
+ long SkillVNum,
[PacketIndex(1)]
byte Rank
) : IPacket;=
\ No newline at end of file
M Packets/NosSmooth.Packets/Server/Skills/SrPacket.cs => Packets/NosSmooth.Packets/Server/Skills/SrPacket.cs +1 -1
@@ 16,7 16,7 @@ namespace NosSmooth.Packets.Server.Skills;
/// Do not rely on skill used + cooldown time. You will get kicked out of the sever
/// after some time (on official).
/// </remarks>
-/// <param name="SkillId">The id of the skill that is resetted.</param>
+/// <param name="SkillId">The id of the skill that is resetted. (NOT VNUM! In Skill.dat this is under TYPE x id)</param>
[PacketHeader("sr", PacketSource.Server)]
[GenerateSerializer(true)]
public record SrPacket