DarkEmu_GameServer.Systems.BuffDelete C# (CSharp) Метод

BuffDelete() приватный Метод

private BuffDelete ( byte b_index ) : void
b_index byte
Результат void
        void BuffDelete(byte b_index)
        {
            try
            {
                switch (Data.SkillBase[Character.Action.Buff.SkillID[b_index]].Series.Remove(Data.SkillBase[Character.Action.Buff.SkillID[b_index]].Series.Length - 2))
                {
                    case "SKILL_CH_COLD_GIGONGTA":
                    case "SKILL_CH_LIGHTNING_GIGONGTA":
                    case "SKILL_CH_FIRE_GIGONGTA":
                        Character.Action.ImbueID = 0;
                        break;
                    case "SKILL_CH_LIGHTNING_GYEONGGONG":
                        //Character.Speed.Updateded -= Data.SkillBase[Character.Speed.DefaultSpeedSkill].Properties1["hste"];
                        //Player_SetNewSpeed();
                        Send(Packet.SetSpeed(Character.Information.UniqueID, Character.Speed.WalkSpeed, Character.Speed.RunSpeed));
                        break;
                    case "SKILL_CH_LIGHTNING_GWANTONG":
                        Character.Stat.UpdatededMagAttack -= Data.SkillBase[Character.Action.Buff.SkillID[b_index]].Properties2["dru"];
                        client.Send(Packet.PlayerStat(Character));
                        break;
                    case "SKILL_CH_LIGHTNING_JIPJUNG":
                        Character.Stat.Parry -= Data.SkillBase[Character.Action.Buff.SkillID[b_index]].Properties1["er"];
                        client.Send(Packet.PlayerStat(Character));
                        break;
                    case "SKILL_CH_FIRE_GONGUP":
                        Character.Stat.UpdatededPhyAttack = 0;
                        client.Send(Packet.PlayerStat(Character));
                        break;
                    case "SKILL_CH_FIRE_GANGGI":
                        Character.Stat.MagDef -= Data.SkillBase[Character.Action.Buff.SkillID[b_index]].Properties2["defp"];
                        Character.Stat.uMagDef -= Data.SkillBase[Character.Action.Buff.SkillID[b_index]].Properties2["defp"];
                        client.Send(Packet.PlayerStat(Character));
                        break;
                    case "SKILL_CH_COLD_GANGGI":
                        Character.Stat.PhyDef -= Data.SkillBase[Character.Action.Buff.SkillID[b_index]].Properties1["defp"];
                        Character.Stat.uPhyDef -= Data.SkillBase[Character.Action.Buff.SkillID[b_index]].Properties1["defp"];
                        client.Send(Packet.PlayerStat(Character));
                        break;
                    case "SKILL_CH_COLD_SHIELD":
                        Character.Stat.Absorb_mp = 0;
                        break;
                    case "SKILL_CH_SPEAR_SPIN":
                        //if (Data.SkillBase[Character.Action.Buff.SkillID[b_index]].Properties1 == 0)
                        //{
                            Character.Stat.MagDef -= Data.SkillBase[Character.Action.Buff.SkillID[b_index]].Properties2["defp"];
                            Character.Stat.uMagDef -= Data.SkillBase[Character.Action.Buff.SkillID[b_index]].Properties2["defp"];
                            client.Send(Packet.PlayerStat(Character));
                        //}
                        break;
                    case "SKILL_CH_SWORD_SHIELD":
                        //if (Data.SkillBase[Character.Action.Buff.SkillID[b_index]].Properties4 != 7)
                        //{
                            Character.Stat.PhyDef -= Data.SkillBase[Character.Action.Buff.SkillID[b_index]].Properties1["defp"];
                            Character.Stat.uPhyDef -= Data.SkillBase[Character.Action.Buff.SkillID[b_index]].Properties1["defp"];
                            client.Send(Packet.PlayerStat(Character));
                        //}
                        break;
                    case "SKILL_CH_SWORD_SHIELDPD":

                        break;
                    case "SKILL_CH_BOW_CALL":
                        //if (Data.SkillBase[Character.Action.Buff.SkillID[b_index]].Properties3 == 0) Character.Stat.AttackPower -= Data.SkillBase[Character.Action.Buff.SkillID[b_index]].Properties1;
                        break;
                    case "SKILL_CH_BOW_NORMAL":
                        //Character.Stat.EkstraMetre -= (Data.SkillBase[Character.Action.Buff.SkillID[b_index]].Properties1);
                        break;
                    case "SKILL_ETC_ARCHEMY_POTION_SPEED_":
                    //////////////////////////////////////////////////////////////
                    // Eu buffs
                    //////////////////////////////////////////////////////////////
                    case "SKILL_EU_BARD_SPEEDUPA_MSPEED":
                        //Character.Speed.Updateded -= Data.SkillBase[Character.Speed.DefaultSpeedSkill].Properties1["hste"];
                        //Player_SetNewSpeed();
                        Send(Packet.SetSpeed(Character.Information.UniqueID, Character.Speed.WalkSpeed, Character.Speed.RunSpeed));
                        break;
                    case "SKILL_EU_BARD_BATTLAA_GUARD":

                        break;
                    case "SKILL_EU_BARD_SPEEDUPA_HITRATE":
                        Character.Stat.Hit += Data.SkillBase[Character.Action.UsingSkillID].Properties2["hr"];
                        break;
                }
            }
            catch (Exception ex)
            {
                Systems.Debugger.Write(ex);
            }
        }
Systems