using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace DASniffer
{
class DAConfig
{
public static int RefreshRate
{
get
{
return refreshrate;
}
set
{
refreshrate = value;
}
}
static int refreshrate = 1*30*1000;//at what interval do we refresh? (f5)
public static string PlayerName
{
get
{
return playername.ToLower();
}
set
{
playername = value;
}
}
static string playername = "kosmoo";
public static string LeaderName
{
get
{
return leadername.ToLower();
}
set
{
leadername = value;
}
}
static string leadername = "hector";//case do not matter
public static int LoginPort
{
get
{
return loginport;
}
set
{
loginport = value;
}
}
static int loginport = 2610;//port used to login into a game server. Do not change
public static int GamePort
{
get
{
return gameport;
}
set
{
gameport = value;
}
}
static int gameport = 2617;//port for the game server. can change depending on the server
public static int CastingDelay
{
get
{
return castingdelay;
}
set
{
castingdelay = value;
}
}
static int castingdelay = 1400;//the delay to wait after a spell cast
public static int MainLoopDelay
{
get
{
return mainloopdelay;
}
set
{
mainloopdelay = value;
}
}
static int mainloopdelay = 250;//the delay between each main loop check (PacketHandler.myTimer_Elapsed())
//will be deprecated. to remove
public static int PrecastDelay
{
get
{
return precastdelay;
}
set
{
precastdelay = value;
}
}
static int precastdelay = 4* 60 * 1000;//default this is 4 minutes(4*60*1000)
public static int DionDelay
{
get
{
return diondelay;
}
set
{
diondelay = value;
}
}
static int diondelay = 19 * 1000;//19sec for dion
public static int NoahmDelay
{
get
{
return noahmdelay;
}
set
{
noahmdelay = value;
}
}
static int noahmdelay = 10 * 60 * 1000;//10 mins for noahm
public static int NadurDelay
{
get
{
return nadurdelay;
}
set
{
nadurdelay = value;
}
}
static int nadurdelay = (int)7.8 * 60 * 1000;//8 mins for mor fas nadur
public static int PlayerHealLife
{
get
{
return playerheallife;
}
set
{
playerheallife = value;
}
}
static int playerheallife = 4000;//if life go below this value; heal player
public static int LeaderHealLife
{
get
{
return leaderheallife;
}
set
{
leaderheallife = value;
}
}
static int leaderheallife = 50;//if life go below this vlaue; heal leader
public static string WindowName
{
get
{
return windowname;
}
set
{
windowname = value;
}
}
static string windowname = "Darkages";//the window name of darkages (the title)
public static string ClassName
{
get
{
return classname;
}
set
{
classname = value;
}
}
static string classname = "DarkAges";//class name can only be viewed with special programs. should never change
public static string HotKey_SkillPane
{
get
{
return hotkey_skillpane;
}
set
{
hotkey_skillpane = value;
}
}
public static int ClickOffsetX
{
get
{
return clickoffsetx;
}
set
{
clickoffsetx = value;
}
}
static int clickoffsetx = -4;
public static int ClickOffsetY
{
get
{
return clickoffsety;
}
set
{
clickoffsety = value;
}
}
static int clickoffsety = -30;
static string hotkey_skillpane = "d";//the hotkey to open the skill panel
//all hotkeys for each defined spells
public static string Hotkey(Game.Spells spell)
{
switch (spell)
{
case DASniffer.Game.Spells.ArdCradh:
return "4";
case DASniffer.Game.Spells.ArdIoc:
return "5";
case DASniffer.Game.Spells.ArdNoamhAite:
return "2";
case DASniffer.Game.Spells.MorDion:
return "1";
case DASniffer.Game.Spells.MorFasNadur:
return "3";
}
return "";
}
}
}