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 ""; } } }