محمد ياسر
2019-04-24, 08:48 AM
طبعا كلنا عارفين ال في اي بي
لتغير الصوره والتنقل ومش بيزود اي حاحه
دلوقتي انخليه يزود كل حاجه وبراجتك وانت الي تتحكم فيه
في كلاس
GameState.cs
ابحث عن
Refinery.RefineryItem refine = null;
تحتيه علي طول حط دول
#region VIP
if (this.Entity.VIPLevel == 6)
{
this.Entity.MaxAttack += 2000u;
this.Entity.MinAttack += 2000u;
this.Entity.MagicAttack += 2000u;
Entity expr_1950 = this.Entity;
expr_1950.Defence += 2000;
}
if (refine != null)
{
switch (refine.Type)
{
case Refinery.RefineryItem.RefineryType.Critical:
this.Entity.CriticalStrike = (ushort)(this.Entity.CriticalStrike + ((ushort)((refine.Percent * 100) + 0x3e8)));
break;
case Refinery.RefineryItem.RefineryType.SCritical:
this.Entity.SkillCStrike = (ushort)(this.Entity.SkillCStrike + ((ushort)(refine.Percent * 100)));
break;
case Refinery.RefineryItem.RefineryType.Immunity:
this.Entity.Immunity = (ushort)(this.Entity.Immunity + ((ushort)(refine.Percent * 100)));
break;
case Refinery.RefineryItem.RefineryType.BreakThrough:
this.Entity.Breaktrough = (ushort)(this.Entity.Breaktrough + ((ushort)((refine.Percent * 10) + 100)));
break;
case Refinery.RefineryItem.RefineryType.Counteraction:
this.Entity.Counteraction = (ushort)(this.Entity.Counteraction + ((ushort)(refine.Percent * 10)));
break;
case Refinery.RefineryItem.RefineryType.Detoxication:
this.Entity.Detoxication = (ushort)(this.Entity.Detoxication + ((ushort)refine.Percent));
break;
case Refinery.RefineryItem.RefineryType.Block:
this.Entity.Block = (ushort)(this.Entity.Block + ((ushort)(refine.Percent * 100)));
break;
case Refinery.RefineryItem.RefineryType.Penetration:
this.Entity.Penetration = (ushort)(this.Entity.Penetration + ((ushort)(refine.Percent * 100)));
break;
case Refinery.RefineryItem.RefineryType.Intensification :
this.Entity.Intensification = (ushort)(this.Entity.Intensification + ((ushort)refine.Percent));
break;
}
}
#endregion
لتغير الصوره والتنقل ومش بيزود اي حاحه
دلوقتي انخليه يزود كل حاجه وبراجتك وانت الي تتحكم فيه
في كلاس
GameState.cs
ابحث عن
Refinery.RefineryItem refine = null;
تحتيه علي طول حط دول
#region VIP
if (this.Entity.VIPLevel == 6)
{
this.Entity.MaxAttack += 2000u;
this.Entity.MinAttack += 2000u;
this.Entity.MagicAttack += 2000u;
Entity expr_1950 = this.Entity;
expr_1950.Defence += 2000;
}
if (refine != null)
{
switch (refine.Type)
{
case Refinery.RefineryItem.RefineryType.Critical:
this.Entity.CriticalStrike = (ushort)(this.Entity.CriticalStrike + ((ushort)((refine.Percent * 100) + 0x3e8)));
break;
case Refinery.RefineryItem.RefineryType.SCritical:
this.Entity.SkillCStrike = (ushort)(this.Entity.SkillCStrike + ((ushort)(refine.Percent * 100)));
break;
case Refinery.RefineryItem.RefineryType.Immunity:
this.Entity.Immunity = (ushort)(this.Entity.Immunity + ((ushort)(refine.Percent * 100)));
break;
case Refinery.RefineryItem.RefineryType.BreakThrough:
this.Entity.Breaktrough = (ushort)(this.Entity.Breaktrough + ((ushort)((refine.Percent * 10) + 100)));
break;
case Refinery.RefineryItem.RefineryType.Counteraction:
this.Entity.Counteraction = (ushort)(this.Entity.Counteraction + ((ushort)(refine.Percent * 10)));
break;
case Refinery.RefineryItem.RefineryType.Detoxication:
this.Entity.Detoxication = (ushort)(this.Entity.Detoxication + ((ushort)refine.Percent));
break;
case Refinery.RefineryItem.RefineryType.Block:
this.Entity.Block = (ushort)(this.Entity.Block + ((ushort)(refine.Percent * 100)));
break;
case Refinery.RefineryItem.RefineryType.Penetration:
this.Entity.Penetration = (ushort)(this.Entity.Penetration + ((ushort)(refine.Percent * 100)));
break;
case Refinery.RefineryItem.RefineryType.Intensification :
this.Entity.Intensification = (ushort)(this.Entity.Intensification + ((ushort)refine.Percent));
break;
}
}
#endregion