المساعد الشخصي الرقمي

مشاهدة النسخة كاملة : خلي الجاينج يدي Epic,Super


محمد ياسر
2019-07-27, 01:16 PM
السلام عليكم ورحمة الله وبركاته
الموضوع ده لعمو حسن ههههه
كان طالبه من فتره ورايدر رد عليه
بس علشان يدي ابيك وسوبر في الجانج اتعمل الاتي انا مجبتش ده بتاع رايدر بس علشان يدي ابيك وسوبر علي طول
روح كلاس JiangHu.cs
وتدور على
byte num = (byte)this.Random.Next(1, this.Random.Next(1, 7));


تخليه
byte num = (byte)this.Random.Next(1, this.Random.Next(1, 15));

AMREL3FREIT
2019-07-27, 02:29 PM
انتا كدا بتهزر xD .
استمــر . ي برو

Hassan Emprator
2019-07-27, 03:29 PM
هههههههه تسلم يعمو حازم

Hassan Emprator
2019-07-27, 04:13 PM
لسا برضك احزوم مش بيجي ابك برضو محدش عارف يعمله حالص في المنتدي ههه

Tefa
2019-07-27, 08:38 PM
لسا برضك احزوم مش بيجي ابك برضو محدش عارف يعمله حالص في المنتدي ههه

جرب كده يا حسن بدل ده ب كلاس جيانج في سورس الي عندك التعديل ده علي السورس بتاعك
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using SomailProject.Client;
using System.IO;

namespace SomailProject.Game
{
public interface IJiangHu
{
string OwnName { get; set; }
string CustomizedName { get; set; }
uint UID { get; set; }
byte Talent { get; set; }
byte Stage { get; set; }
byte Star { get; set; }
DateTime StartCountDwon { get; set; }
DateTime CountDownEnd { get; set; }
uint Time { get; }
uint FreeTimeTodey { get; set; }
uint FreeTimeTodeyUsed { get; set; }
uint Inner_Strength { get; set; }
uint FreeCourse { get; set; }
JiangHu.JiangStages[] Stagers { get; set; }
byte Rank { get; set; }
byte Level { get; set; }
ushort RoundBuyPoints { get; set; }
bool OnJiangMode { get; set; }
}
public class JiangHu : IJiangHu
{
public enum AttackFlag
{
None = 0,
NotHitFriends = 1,
NotHitClanMembers = 2,
NotHitGuildMembers = 4,
NotHitAlliedGuild = 8,
NoHitAlliesClan = 16

}
public static System.Collections.Concurrent.ConcurrentDictionary<uint, IJiangHu> JiangHuClients = new System.Collections.Concurrent.ConcurrentDictionary<uint, IJiangHu>();

public static class JiangHuRanking
{
private static System.Collections.Concurrent.ConcurrentDictionary<uint, IJiangHu> TopRank = new System.Collections.Concurrent.ConcurrentDictionary<uint, IJiangHu>();
public static IJiangHu[] TopRank100 = null;
private static object SyncRoot = new object();
public static void UpdateRank(IJiangHu jiang)
{
lock (SyncRoot)
{
if (!TopRank.ContainsKey(jiang.UID))
TopRank.TryAdd(jiang.UID, jiang);
CalculateRanks();
}
}
private static void CalculateRanks()
{
foreach (var jiang in TopRank.Values)
jiang.Rank = 0;
var rankdictionar = TopRank.Values.ToArray();
var ordonateRank = from jiang in rankdictionar orderby jiang.Inner_Strength descending select jiang;
List<IJiangHu> BackUp = new List<IJiangHu>();
byte x = 1;
foreach (var jiang in ordonateRank)
{
if (x == 101)
break;
jiang.Rank = x;
BackUp.Add(jiang);
x++;
}
TopRank100 = BackUp.ToArray();
TopRank = new System.Collections.Concurrent.ConcurrentDictionary<uint, IJiangHu>();
foreach (var jiang in BackUp)
TopRank.TryAdd(jiang.UID, jiang);
BackUp = null;

}
}

public class GetNewStar
{
public byte Stage;
public byte PositionStar;
public JiangStages.Star Star;
}
public class JiangStages
{
public class Star
{
public AtributesType Typ;
public byte Level;
public ushort UID;
public bool Activate = false;

public override string ToString()
{
StringBuilder build = new StringBuilder();
build.Append((byte)(Activate ? 1 : 0) + "#" + UID + "#");
return build.ToString();
}
}
public enum AtributesType
{
None = 0,
MaxLife,//1
PAttack,//2
MAttack,//3
PDefense,//4
Mdefense,//5
FinalAttack,//6
FinalMagicAttack,//7
FinalDefense,//8
FinalMagicDefense,//9
CriticalStrike,//10
SkillCriticalStrike,//11
Immunity,//12
Breakthrough,//13
Counteraction,//14
MaxMana//15
}
public Star[] Stars;
public bool Activate = false;
public JiangStages()
{
Stars = new Star[9];
for (byte x = 0; x < 9; x++)
Stars[x] = new Star();
}
public bool ContainAtribut(AtributesType typ)
{
foreach (var atr in Stars)
if (atr.Typ == typ)
return true;
return false;
}
public override string ToString()
{

StringBuilder build = new StringBuilder();
build.Append((byte)(Activate ? 1 : 0) + "#");
foreach (var obj in Stars)
build.Append(obj.ToString());
return build.ToString();
}
}

public ushort ValueToRoll(JiangStages.AtributesType status, byte level)
{
return (ushort)((ushort)status + level * 256);
}
public byte GetValueLevel(ushort val)
{
val = (byte)Random.Next(4, 6);
return (byte)(val);
}
public JiangStages.AtributesType GetValueType(uint val)
{
return (JiangStages.AtributesType)(val % 256);
}

public GetNewStar MyNewStart = null;
public void CreateRollValue(Client.GameState client, byte mStar, byte mStage, bool super = false, byte Higher = 0)
{
JiangStages n_stage = Stagers[mStage - 1];
if (!n_stage.Activate) return;
MyNewStart = new GetNewStar();
MyNewStart.PositionStar = mStar;
MyNewStart.Stage = mStage;

MyNewStart.Star = new JiangStages.Star();
MyNewStart.Star.Activate = true;
var level = MyNewStart.Star.Level;
MyNewStart.Star.Level = GetStatusLevel(super);



//if (Higher == 1)//higher
// if (Kernel.Rate(20 / Math.Max(1,(int)level)))
// MyNewStart.Star.Level = (byte)Random.Next(level, 5);
//if (Higher == 2)//highest
// if (Kernel.Rate(50 / Math.Max(1, (int)level)))
MyNewStart.Star.Level = (byte)Random.Next(4, 6);

MyNewStart.Star.Typ = (JiangStages.AtributesType)Random.Next(1, 16);

do
{
MyNewStart.Star.Typ = (JiangStages.AtributesType)Random.Next(1, 16);
}
while (!Database.JiangHu.CultivateStatus[mStage/*MyNewStart.Star.Level*/].Contains((byte)MyNewStart.Star.Typ));

//do
//{
// MyNewStart.Star.Typ = (JiangStages.AtributesType)Random.Next(1, 16);
//}
//while (!CanKeepChiPower(n_stage, MyNewStart, client));


MyNewStart.Star.UID = ValueToRoll(MyNewStart.Star.Typ, MyNewStart.Star.Level);

Network.GamePackets.JiangHuUpdate upd = new Network.GamePackets.JiangHuUpdate();

upd.Atribute = MyNewStart.Star.UID;
upd.FreeCourse = FreeCourse;
/// upd.Talent = Talent;
upd.Stage = mStage;
upd.Star = mStar;
upd.FreeTimeTodeyUsed = (byte)FreeTimeTodeyUsed;
upd.RoundBuyPoints = RoundBuyPoints;
client.Send(upd.ToArray());


}

private static bool CanKeepChiPower(JiangStages strct, GetNewStar nstar, GameState client)
{
//#if NOTMULTIPLECHIPOWERS
if (client.Entity.VIPLevel > 6)
{
var stars = strct.Stars;
for (int i = 0; i < stars.Length; i++)
if (i != (nstar.PositionStar - 1))
if (stars[i].Typ == nstar.Star.Typ)
return false;
}
//#endif
return true;
}

public void ApplayNewStar(Client.GameState client)
{
if (MyNewStart == null)
return;
JiangStages n_stage = Stagers[MyNewStart.Stage - 1];
if (!n_stage.Activate) return;

JiangStages.Star n_star = n_stage.Stars[MyNewStart.PositionStar - 1];
if (!n_star.Activate)
{
Star++;
n_star.Activate = true;
}
n_star.Level = MyNewStart.Star.Level;
n_star.Typ = MyNewStart.Star.Typ;
n_star.UID = MyNewStart.Star.UID;

client.LoadItemStats();
if (MyNewStart.Stage < 9)
{
if (MyNewStart.PositionStar == 9 && !Stagers[MyNewStart.Stage].Activate)
{
Stage++;
Stagers[MyNewStart.Stage].Activate = true;
SendInfo(client, Network.GamePackets.JiangHu.OpenStage, Stage.ToString());
}
}
MyNewStart = null;
}
public static byte Getlve = 6;
public byte GetStatusLevel(bool super = false)
{
// return Getlve;
if (super)
return 6;
byte first = (byte)Random.Next(1, 6);
if (first >= 6)
{
first = (byte)Random.Next(1, 6);
if (first > 6)
first = 6;
}
return first;
}


public void CreateStatusAtributes(Game.Entity client)// cand loghez datele.
{
uint oldInner_Strength = Inner_Strength;
Inner_Strength = 0;
foreach (var nstage in Stagers)
{
if (!nstage.Activate) continue;

var atr = nstage.Stars.Where(p => p.UID != 0).ToArray();

byte count_doble = 0;

Dictionary<uint, List<JiangStages.Star>> alignementstars = new Dictionary<uint, List<JiangStages.Star>>();
List<JiangStages.Star> normalstarts = new List<JiangStages.Star>();
ushort counts_alignements = 0;
for (byte x = 0; x < atr.Length; x++)
{
var atribut = atr[x];
count_doble = 0;
bool wasadd = false;
for (byte y = (byte)(x + 1); y < atr.Length; y++)
{
var atr2nd = atr[y];
if (atr2nd.Typ == atribut.Typ)
{
if (!wasadd)
{
if (!alignementstars.ContainsKey(counts_alignements))
{
alignementstars.Add(counts_alignements, new List<JiangStages.Star>());
alignementstars[counts_alignements].Add(atribut);
}
}
if (!alignementstars.ContainsKey(counts_alignements))
{
alignementstars.Add(counts_alignements, new List<JiangStages.Star>());
alignementstars[counts_alignements].Add(atr2nd);
}
else
alignementstars[counts_alignements].Add(atr2nd);
wasadd = true;
x = y;
count_doble++;
}
else
{
break;
}
}
uint counts = 1;
if (count_doble != 0)
{
counts = (byte)(count_doble + 1);
counts_alignements++;
}
if (counts == 1)
normalstarts.Add(atribut);

}
byte percent = (byte)Database.JiangHu.AlignmentExtraPoints(count_ doble);
foreach (var allignement in alignementstars.Values)
{
for (int i = 0; i < allignement.Count; i++)
{

Database.JiangHu.Atribut Atri_bas = Database.JiangHu.Atributes[allignement[i].UID];
if (client != null)
IncreaseStatus(client, (JiangStages.AtributesType)Atri_bas.Type, (ushort)((Atri_bas.Power + (Atri_bas.Power * percent) / 100)));
}

}
count_doble = 0;
foreach (var allignement in alignementstars.Values)
CalculateInner_StrengthAlignements(allignement);
for (int x = 0; x < normalstarts.Count; x++)
{
Database.JiangHu.Atribut Atri_bas = Database.JiangHu.Atributes[normalstarts[x].UID];
if (client != null)
IncreaseStatus(client, (JiangStages.AtributesType)Atri_bas.Type, (ushort)Atri_bas.Power);
Inner_Strength += Database.JiangHu.GetStatusPoints(normalstarts[x].Level);
}
}
if (oldInner_Strength != Inner_Strength)
JiangHuRanking.UpdateRank(this);
}
public void CalculateInner_StrengthAlignements(List<JiangStages.Star> collection)
{
ushort points = 0;
for (int x = 0; x < collection.Count; x++)
{
points += Database.JiangHu.GetStatusPoints(collection[x].Level);
}
if (collection.Count > 0 && collection.Count < 9)
Inner_Strength += (ushort)(points + ((points * ((collection.Count) * 10) / 100)));
else if (collection.Count == 9)
Inner_Strength += (ushort)(points * 2);
}
public void IncreaseStatus(Entity client, JiangStages.AtributesType status, ushort Power)
{
switch (status)
{
case JiangStages.AtributesType.Breakthrough:
client.Breaktrough += Power;
break;
case JiangStages.AtributesType.Counteraction:
client.Counteraction += Power; break;
case JiangStages.AtributesType.CriticalStrike:
client.CriticalStrike += Power; break;
case JiangStages.AtributesType.FinalAttack:
client.PhysicalDamageIncrease += Power; break;
case JiangStages.AtributesType.FinalDefense:
client.PhysicalDamageDecrease += Power; break;
case JiangStages.AtributesType.FinalMagicAttack:
client.MagicDamageIncrease += Power; break;
case JiangStages.AtributesType.FinalMagicDefense:
client.MagicDamageDecrease += Power; break;
case JiangStages.AtributesType.Immunity:
client.Immunity += Power; break;
case JiangStages.AtributesType.MAttack:
{


client.MAttack += Power;
client.BaseMagicAttack += Power; break;
}
case JiangStages.AtributesType.MaxLife:
client.ItemHP += Power; break;//24283 27118 - 24283
case JiangStages.AtributesType.MaxMana:
client.ItemMP += Power; break;
case JiangStages.AtributesType.Mdefense:
{
//client.MDefense += Power;
client.MagicDefence += Power; break;
}
case JiangStages.AtributesType.PAttack:
{
// client.TQMAXATTACK += Power;
// client.TQMINATTACK += Power;

client.BaseMaxAttack += Power;
client.BaseMinAttack += Power; break;
}
case JiangStages.AtributesType.PDefense:
client.Defence += Power; break;
case JiangStages.AtributesType.SkillCriticalStrike:
client.SkillCStrike += Power; break;
}
}
public void DecreaseStatus(Entity client, JiangStages.AtributesType status, ushort Power)
{
switch (status)
{
case JiangStages.AtributesType.Breakthrough:
client.Breaktrough -= Power;
break;
case JiangStages.AtributesType.Counteraction:
client.Counteraction -= Power; break;
case JiangStages.AtributesType.CriticalStrike:
client.CriticalStrike -= Power; break;
case JiangStages.AtributesType.FinalAttack:
client.PhysicalDamageIncrease -= Power; break;
case JiangStages.AtributesType.FinalDefense:
client.PhysicalDamageDecrease -= Power; break;
case JiangStages.AtributesType.FinalMagicAttack:
client.MagicDamageIncrease -= Power; break;
case JiangStages.AtributesType.FinalMagicDefense:
client.MagicDamageDecrease -= Power; break;
case JiangStages.AtributesType.Immunity:
client.Immunity -= Power; break;
case JiangStages.AtributesType.MAttack:
client.MagicAttack -= Power; break;
case JiangStages.AtributesType.MaxLife:
client.MaxHitpoints -= Power; break;
case JiangStages.AtributesType.MaxMana:
client.MaxMana -= Power; break;
case JiangStages.AtributesType.Mdefense:
client.MagicDefence -= Power; break;
case JiangStages.AtributesType.PAttack:
{
client.BaseMaxAttack -= Power;
client.BaseMinAttack -= Power; break;
}
case JiangStages.AtributesType.PDefense:
client.Defence -= Power; break;
case JiangStages.AtributesType.SkillCriticalStrike:
client.SkillCStrike -= Power; break;
}
}
public void CreateStarDMG(JiangStages stage)
{

}
public uint UID { get; set; }
public string OwnName { get; set; }
public string CustomizedName { get; set; }
public byte Level { get; set; }

public byte Talent { get; set; }
public byte Stage { get; set; }
public byte Star { get; set; }
public uint FreeCourse { get; set; }

public byte Rank { get; set; }
public DateTime StartCountDwon { get; set; }
public DateTime CountDownEnd { get; set; }
public DateTime RemoveJiangMod;
public DateTime TimerStamp;
public uint Time
{
get
{
return (uint)(CountDownEnd - new DateTime(1970, 1, 1).ToLocalTime()).TotalSeconds;
}
}
public bool OnJiangMode { get; set; }

public uint FreeTimeTodey { get; set; }
public uint FreeTimeTodeyUsed { get; set; }

public uint Inner_Strength { get; set; }
public ushort RoundBuyPoints { get; set; }
public Random Random = new Random();
public JiangStages[] Stagers { get; set; }

public override string ToString()
{
if (StartCountDwon.Ticks > CountDownEnd.Ticks)
CreateTime();
uint SecoundesLeft = (uint)((CountDownEnd.Ticks - StartCountDwon.Ticks) / 10000000);
if (OwnName.Contains('#'))
OwnName = OwnName.Replace("#", "");
if (CustomizedName.Contains('#'))
CustomizedName = CustomizedName.Replace("#", "");

StringBuilder build = new StringBuilder();
build.Append(UID + "#" + OwnName + "#" + CustomizedName + "#" + Level + "#" +
Talent + "#" + Stage + "#" + Star + "#" + FreeTimeTodeyUsed + "#" +
(byte)(OnJiangMode ? 0 : 1) + "#" + FreeCourse + "#" + SecoundesLeft + "#" + RoundBuyPoints + "#");
foreach (var obj in Stagers)
build.Append(obj.ToString());
return build.ToString();
}

public void Load(string Line, uint nUID = 0)
{
try
{
if (Line == null) return;
if (Line == "") return;
if (!Line.Contains('#')) return;
string[] data = Line.Split('#');
if (nUID != 0)
UID = nUID;
else
UID = uint.Parse(data[0]);
OwnName = data[1];
CustomizedName = data[2];

try
{
Level = byte.Parse(data[3]);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
Talent = byte.Parse(data[4]);
Stage = byte.Parse(data[5]);
Star = byte.Parse(data[6]);
FreeTimeTodey = byte.Parse(data[7]);
OnJiangMode = byte.Parse(data[8]) == 1;
FreeCourse = uint.Parse(data[9]);
StartCountDwon = DateTime.Now;
TimerStamp = DateTime.Now;
CountDownEnd = DateTime.Now.AddSeconds(uint.Parse(data[10]));
RoundBuyPoints = ushort.Parse(data[11]);
ushort position = 12;

foreach (var nstage in Stagers)
{
nstage.Activate = byte.Parse(data[position]) == 1;
position++;
foreach (var nstar in nstage.Stars)
{

nstar.Activate = byte.Parse(data[position]) == 1;
position++;
nstar.UID = ushort.Parse(data[position]);
position++;
if (nstar.Activate)
{
nstar.Typ = GetValueType(nstar.UID);
nstar.Level = GetValueLevel(nstar.UID);
Inner_Strength += Database.JiangHu.GetStatusPoints(nstar.Level);
}
}

}
}
catch (Exception e) { Console.WriteLine(e.ToString()); }
}
public void Deserialize(BinaryReader reader)
{
try
{
Level = reader.ReadByte();
Talent = reader.ReadByte();
Stage = reader.ReadByte();
Star = reader.ReadByte();
FreeTimeTodey = reader.ReadUInt32();
OnJiangMode = reader.ReadBoolean();
FreeCourse = reader.ReadUInt32();
StartCountDwon = DateTime.Now;
TimerStamp = DateTime.Now;
CountDownEnd = DateTime.Now.AddSeconds(reader.ReadUInt32());
RoundBuyPoints = reader.ReadUInt16();
foreach (var nstage in Stagers)
{
nstage.Activate = reader.ReadBoolean();
foreach (var nstar in nstage.Stars)
{
nstar.Activate = reader.ReadBoolean();
nstar.UID = reader.ReadUInt16();
if (nstar.Activate)
{
nstar.Typ = GetValueType(nstar.UID);
nstar.Level = GetValueLevel(nstar.UID);
Inner_Strength += Database.JiangHu.GetStatusPoints(nstar.Level);
}
}

}
}
catch (Exception e) { Console.WriteLine(e.ToString()); }
}
public void Serialize(BinaryWriter writer)
{
try
{
if (StartCountDwon.Ticks > CountDownEnd.Ticks)
CreateTime();
uint SecoundesLeft = (uint)((CountDownEnd.Ticks - StartCountDwon.Ticks) / 10000000);
writer.Write(Level);
writer.Write(Talent);
writer.Write(Stage);
writer.Write(Star);
writer.Write(FreeTimeTodey);
writer.Write(OnJiangMode);
writer.Write(FreeCourse);
writer.Write(SecoundesLeft);
writer.Write(RoundBuyPoints);
foreach (var nstage in Stagers)
{
writer.Write(nstage.Activate);
foreach (var nstar in nstage.Stars)
{
writer.Write(nstar.Activate);
writer.Write(nstar.UID);
}
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}

public JiangHu(uint m_UID)
{
Talent = 3;
Stage = 1;
Star = 1;
FreeCourse = 10000;
FreeTimeTodey = 10;
UID = m_UID;
CountDownEnd = new DateTime();
StartCountDwon = new DateTime();
TimerStamp = new DateTime();
RemoveJiangMod = new DateTime();
Stagers = new JiangStages[9];
for (byte x = 0; x < 9; x++)
Stagers[x] = new JiangStages();
if (!JiangHuClients.ContainsKey(UID) && UID != 0)
JiangHuClients.TryAdd(UID, this);
OnJiangMode = true;
TimerStamp = DateTime.Now;
}
public void ResetDay(Client.GameState client)
{
RoundBuyPoints = 0;
FreeTimeTodeyUsed = 0;
SendStatus(client, client);
}

public void OnloginClient(Client.GameState client)
{
SendStatus(client, client);
SendStatusMode(client);
TimerStamp = DateTime.Now;
}
public void SendStatusMode(Client.GameState client)
{

client.Entity.JiangTalent = Talent;
client.Entity.JiangActive = OnJiangMode;
SendInfo(client, Network.GamePackets.JiangHu.InfoStauts, client.Entity.UID.ToString(), Talent.ToString(),
OnJiangMode ? "1" : "2");
if (OnJiangMode)
RemoveJiangMod = DateTime.Now;
client.SendScreen(client.Entity.SpawnPacket, false);

}

public void CreateTime()
{
StartCountDwon = DateTime.Now;
CountDownEnd = DateTime.Now.AddMinutes(Database.JiangHu.GetMinute sOnTalent(Talent));
}
public void TheadTime(Client.GameState client)
{
try
{
if (client == null)
return;
if (client.Entity == null)
return;
if (!client.Entity.FullyLoaded)
return;
if (DateTime.Now > TimerStamp.AddMinutes(1))
{

if (client.Entity.PKMode != Enums.PKMode.Jiang)
{
if (OnJiangMode)
{
if (DateTime.Now >= RemoveJiangMod.AddMinutes(1))
{
OnJiangMode = false;
SendStatusMode(client);
}
}
}
if (client.Entity.PKMode == Enums.PKMode.Jiang)
{
OnJiangMode = true;
RemoveJiangMod = DateTime.Now;
}

if (FreeCourse < 10000000 && FreeTimeTodeyUsed < 10)
{
if (InTwinCastle(client.Entity))
{
StartCountDwon = StartCountDwon.AddMinutes(Database.JiangHu.GetMinu tesInCastle(Talent));
FreeCourse += Database.JiangHu.GetFreeCourseInCastle(Talent);
}
else
{
FreeCourse += Database.JiangHu.GetFreeCourse(Talent);
StartCountDwon = StartCountDwon.AddMinutes(1);
}
if (StartCountDwon > CountDownEnd)
GetReward(client);
SendInfo(client, Network.GamePackets.JiangHu.UpdateTime, FreeCourse.ToString(), Time.ToString());

if (FreeCourse % 10000 == 0)
GetReward(client);

}
else
FreeCourse = 10000000;
TimerStamp = DateTime.Now;

}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
public bool GetRate(byte val)
{
return (Random.Next() % 100) < val;
}
public void GetKill(Client.GameState attacker, JiangHu attacked)
{
if (attacked != null)
{
//if (attacked.FreeCourse <= FreeCourse && attacked.FreeCourse != 0)
{
// uint getCource = attacked.FreeCourse % 10000;
// if (getCource != 0)
{
// uint damage = (uint)(getCource * 30 / 100);
// attacked.FreeCourse -= damage;
//uint oldCourse = FreeCourse;
//FreeCourse = (uint)Math.Min(1000000, FreeCourse + damage);
//if (Random.Next(1, 100) > 40)
{

if (GetRate(35))
{

//attacked.Talent = (byte)Math.Min(1, Talent - 1);
Talent = (byte)Math.Min(5, Talent + 1);
attacker.Entity.JiangTalent = Talent;
SendInfo(attacker, Network.GamePackets.JiangHu.UpdateTalent, attacker.Entity.UID.ToString(), Talent.ToString());
}
}
/* if (!SameCourseStage(oldCourse, FreeCourse))
{
uint RemovePlus = FreeCourse % 10000;
FreeCourse = (uint)(RemovePlus - RemovePlus);
GetReward(attacker);
}*/
}
}
}
}
public bool SameCourseStage(uint first, uint last)
{
if (first > 100000)
return first.ToString()[2] == last.ToString()[2];
else
return first.ToString()[1] == last.ToString()[1];
}
public void GetReward(Client.GameState client)
{
do FreeCourse++; while (FreeCourse % 1000 != 0);
SendInfo(client, Network.GamePackets.JiangHu.UpdateTime, FreeCourse.ToString(), Time.ToString());
CreateTime();
}
public bool InTwinCastle(Entity location)
{
ushort x = location.X;
ushort y = location.Y;
if (location.MapID != 1002)
return false;

if (x <= 357 && x >= 274 && y <= 277 && y >= 110)
return true;
if (x >= 335 && x <= 370 && y <= 235 && y >= 232)
return true;
if (x >= 281 && x <= 350 && y >= 268 && y <= 322)
return true;
if (x >= 247 && x <= 291 && y >= 200 && y <= 243)
return true;

return false;
}
public object sync = new object();
public void SendInfo(Client.GameState client, byte mode = 1, params string[] data)
{
lock (sync)
{
try
{
Network.GamePackets.JiangHu jinag = new Network.GamePackets.JiangHu();
jinag.Mode = mode;
jinag.Texts = new List<string>(data);
jinag.CreateArray();
jinag.Send(client);
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
}
}
public void SendStatus(Client.GameState client, Client.GameState Attacked)
{
try
{
var dictionary = Stagers.Where(p => p.Activate);
Network.GamePackets.JiangHuStatus stat = new Network.GamePackets.JiangHuStatus((byte)dictionary .Count());
stat.Name = CustomizedName;
stat.FreeTimeTodey = 10;//FreeTimeTodey;
stat.Talent = Talent;
stat.Stage = Stage;
stat.RoundBuyPoints = RoundBuyPoints;
stat.FreeTimeTodeyUsed = (byte)FreeTimeTodeyUsed;
stat.StudyPoints = Attacked.Entity.SubClasses.StudyPoints;
if (client.Entity.UID != Attacked.Entity.UID)
stat.Timer = 13751297;
else
stat.Timer = 15500800;
stat.Apprend(dictionary.ToArray());
client.Send(stat.ToArray());
}
catch (Exception e) { Console.WriteLine(e.ToString()); }
}
public void UpdateStundyPoints(Client.GameState client, ushort amount)
{
client.Entity.SubClasses.StudyPoints += amount;
Network.GamePackets.SubClassShow cls = new Network.GamePackets.SubClassShow();
{
cls.ID = 8;
cls.Study = client.Entity.SubClasses.StudyPoints;
cls.StudyReceive = amount;
client.Send(cls.ToArray());
}
Network.GamePackets._String str = new Network.GamePackets._String(true);//(client.Entity.UID, new string[] { "zf2-e300" });
str.Type = Network.GamePackets._String.Effect;
str.UID = client.Entity.UID;
str.Texts.Add("zf2-e300");
client.SendScreen(str.ToArray(), true);
}
public static bool AllowNameCaracters(string Name)
{
if (Name.Contains('['))
return false;
if (Name.Contains(']'))
return false;
if (Name.Contains("GM"))
return false;
if (Name.Contains("PM"))
return false;
if (Name.Contains("!") || Name.Contains("@") || Name.Contains("#"))
return false;
if (Name.Contains("$") || Name.Contains("%") || Name.Contains("^"))
return false;
if (Name.Contains("&") || Name.Contains("*") || Name.Contains("/") || Name.Contains("|"))
return false;
return true;
}
}
}

Hassan Emprator
2019-07-27, 09:55 PM
لا يسطا يسطا بس انت اديهولي وجرب السورس عندك لما يجي ابك

Tefa
2019-07-27, 11:45 PM
لا يسطا يسطا بس انت اديهولي وجرب السورس عندك لما يجي ابك

ههههههه انا تعبت من كتر تركيب السورسات و تغييرها انا مركب فوق 20 سورس

جرب بس انته الكود ده و ان شاء الله هيظبط

Hassan Emprator
2019-07-28, 12:44 AM
ههههههه انا تعبت من كتر تركيب السورسات و تغييرها انا مركب فوق 20 سورس

جرب بس انته الكود ده و ان شاء الله هيظبط

يستت ولله ما بيعمل محدش برضو عارف يعمله مش عارف ازاي

Hassan Emprator
2019-07-28, 12:46 AM
اعمل زي ما بقولك بس ركب سورسي ودنك انت جرب