المساعد الشخصي الرقمي

مشاهدة النسخة كاملة : ازاى تعدل على اتاك اللسكلات بالرقم الى انت عايزه


ابو مروان
2019-09-30, 12:48 AM
طبعا الموضوع باين من عنوانه ازاى تعدل على اى اسكله انت عيزها تضرب بالرقم الى انت عايزو فى اى شخصيه تخترها ناس كتير محتاجه الموضوع دا
كل ما على سيتك هتاخد الاكواد دى تحطها فى اللسكله

كود:
#region IsNinja
if (attacked.IsNinja(attacked.Class))
{
damage = (uint)(damage * 440 / 1000);
}
#endregion
#region IsMonk
if (attacked.IsMonk(attacked.Class))
{
damage = (uint)(damage * 390 / 1000);
}
#endregion
#region IsPirate
if (attacked.IsPirate(attacked.Class))
{
damage = (uint)(damage * 463 / 1000);
}
#endregion
#region IsTrojan
if (attacked.IsTrojan(attacked.Class))
{
damage = (uint)(damage * 460 / 1000);
}
#endregion
#region IsLeeLong
if (attacked.IsLeeLong(attacked.Class))
{
damage = (uint)(damage * 425 / 1000);
}
#endregion
#region IsWarrior
if (attacked.IsWarrior(attacked.Class))
{
damage = (uint)(damage * 430 / 1000);
}
#endregion
#region IsArcher
if (attacked.IsArcher(attacked.Class))
{
damage = (uint)(damage * 620 / 1000);
}
#endregion
#region IsWindwalker
if (attacked.IsWindwalker(attacked.Class))
{
damage = (uint)(damage * 430 / 1000);
}
#endregion
#region IsWater
if (attacked.IsWater(attacked.Class))
{
damage = (uint)(damage * 450 / 1000);
}
#endregion
#region IsFire
if (attacked.IsFire(attacked.Class))
{
damage = (uint)(damage * 570 / 1000);
}
#endregion

ودا عشان لو حابب تعدل على اى اسكه بتاعت اى شخصيه من غير رتبه فى الدونيش تضرب اى شخصيه برتبه فى الدونش سواء ان كانت برنس كينج اى حاجه

كود:
#region IsNinja
if (attacked.IsNinja(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.King)
{
damage = (uint)(damage * 610 / 1000);
}
if (attacked.IsNinja(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Prince)
{
damage = (uint)(damage * 620 / 1000);
}
if (attacked.IsNinja(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Duke)
{
damage = (uint)(damage * 630 / 1000);
}
if (attacked.IsNinja(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Earl)
{
damage = (uint)(damage * 640 / 1000);
}
#endregion
#region IsMonk
if (attacked.IsMonk(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.King)
{
damage = (uint)(damage * 627 / 1000);
}
if (attacked.IsMonk(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Prince)
{
damage = (uint)(damage * 637 / 1000);
}
if (attacked.IsMonk(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Duke)
{
damage = (uint)(damage * 647 / 1000);
}
if (attacked.IsMonk(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Earl)
{
damage = (uint)(damage * 657 / 1000);
}
#endregion
#region IsPirate
if (attacked.IsPirate(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.King)
{
damage = (uint)(damage * 657 / 1000);
}
if (attacked.IsPirate(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Prince)
{
damage = (uint)(damage * 667 / 1000);
}
if (attacked.IsPirate(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Duke)
{
damage = (uint)(damage * 677 / 1000);
}
if (attacked.IsPirate(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Earl)
{
damage = (uint)(damage * 687 / 1000);
}
#endregion
#region IsTrojan
if (attacked.IsTrojan(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.King)
{
damage = (uint)(damage * 660 / 1000);
}
if (attacked.IsTrojan(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Prince)
{
damage = (uint)(damage * 670 / 1000);
}
if (attacked.IsTrojan(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Duke)
{
damage = (uint)(damage * 680 / 1000);
}
if (attacked.IsTrojan(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Earl)
{
damage = (uint)(damage * 690 / 1000);
}
#endregion
#region IsLeeLong
if (attacked.IsLeeLong(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.King)
{
damage = (uint)(damage * 608 / 1000);
}
if (attacked.IsLeeLong(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Prince)
{
damage = (uint)(damage * 618 / 1000);
}
if (attacked.IsLeeLong(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Duke)
{
damage = (uint)(damage * 628 / 1000);
}
if (attacked.IsLeeLong(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Earl)
{
damage = (uint)(damage * 638 / 1000);
}
#endregion
#region IsWarrior
if (attacked.IsWarrior(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.King)
{
damage = (uint)(damage * 610 / 1000);
}
if (attacked.IsWarrior(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Prince)
{
damage = (uint)(damage * 620 / 1000);
}
if (attacked.IsWarrior(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Duke)
{
damage = (uint)(damage * 630 / 1000);
}
if (attacked.IsWarrior(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Earl)
{
damage = (uint)(damage * 640 / 1000);
}
#endregion
#region IsArcher
if (attacked.IsArcher(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.King)
{
damage = (uint)(damage * 640 / 1000);
}
if (attacked.IsArcher(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.King)
{
damage = (uint)(damage * 650 / 1000);
}
if (attacked.IsArcher(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.King)
{
damage = (uint)(damage * 660 / 1000);
}
if (attacked.IsArcher(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.King)
{
damage = (uint)(damage * 670 / 1000);
}
#endregion
#region IsWindwalker
if (attacked.IsWindwalker(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.King)
{
damage = (uint)(damage * 607 / 1000);
}
if (attacked.IsWindwalker(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Prince)
{
damage = (uint)(damage * 617 / 1000);
}
if (attacked.IsWindwalker(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Duke)
{
damage = (uint)(damage * 627 / 1000);
}
if (attacked.IsWindwalker(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Earl)
{
damage = (uint)(damage * 637 / 1000);
}
#endregion
#region IsWater
if (attacked.IsWater(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.King)
{
damage = (uint)(damage * 621 / 1000);
}
if (attacked.IsWater(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Prince)
{
damage = (uint)(damage * 631 / 1000);
}
if (attacked.IsWater(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Duke)
{
damage = (uint)(damage * 641 / 1000);
}
if (attacked.IsWater(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Earl)
{
damage = (uint)(damage * 651 / 1000);
}
#endregion
#region IsFire
if (attacked.IsFire(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.King)
{
damage = (uint)(damage * 640 / 1000);
}
if (attacked.IsFire(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Prince)
{
damage = (uint)(damage * 650 / 1000);
}
if (attacked.IsFire(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Duke)
{
damage = (uint)(damage * 660 / 1000);
}
if (attacked.IsFire(attacked.Class))
if (attacker.BattlePower >= 1 && attacker.BattlePower <= 378)
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Earl)
{
damage = (uint)(damage * 670 / 1000);
}
#endregion

ودا عشان لو عايز تعملها كينج اصد كينج وبرنس اصد كينج او دوك اصد برنس او اصد كينج برحتك بقا

كود:
#region IsNinja King
if (attacker.NobilityRank == ConquerStructures.NobilityRank.King)
{
if (attacked.IsNinja(attacked.Class))
if (attacked.NobilityRank == ConquerStructures.NobilityRank.King)
{
damage = (uint)((double)damage * 1.03);
}
if (attacked.IsNinja(attacked.Class))
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Prince)
{
damage = (uint)((double)damage * 1.03);
}
if (attacked.IsNinja(attacked.Class))
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Duke)
{
damage = (uint)((double)damage * 1.10);
}
if (attacked.IsNinja(attacked.Class))
if (attacked.NobilityRank == ConquerStructures.NobilityRank.Earl)
{
damage = (uint)((double)damage * 1.15);
}
}
#endregion

دا كود واحد بس لشخصيه واحده وهتمشيها بقا كدا زي الاكواد الى فوق يارب اكون قدرت اشرحلكو لو محدش فهم ياريت حد من المسئولين يعمل شرح ابسط اكيد هم فاهمين


لو جالك اى ايرور فى اى من الكواد دى IsNinja او IsWater هتاخد الاكواد دى هتحطها فى كلاس Entity او Player على حسب سورسك


كود:
public bool IsTrojan(byte Ti)
{
return Ti >= 10 && Ti <= 15;
}
public bool IsWarrior(byte Ti)
{
return Ti >= 20 && Ti <= 25;
}
public bool IsArcher(byte Ti)
{
return Ti >= 40 && Ti <= 45;
}
public bool IsNinja(byte Ti)
{
return Ti >= 50 && Ti <= 55;
}
public bool IsMonk(byte Ti)
{
return Ti >= 60 && Ti <= 65;
}
public bool IsPirate(byte Ti)
{
return Ti >= 70 && Ti <= 75;
}
public bool IsLeeLong(byte Ti)
{
return Ti >= 80 && Ti <= 85;
}
public bool IsWater(byte Ti)
{
return Ti >= 130 && Ti <= 135;
}
public bool IsFire(byte Ti)
{
return Ti >= 140 && Ti <= 145;
}
public bool IsTaoist(byte Ti)
{
return Ti >= 130 && Ti <= 145;
}
public bool IsWindwalker(byte Ti)
{
return Ti >= 160 && Ti <= 165;
}

وعلى فكرة النظام دا مش سهل عايز حد فاهم بيعمل ايه لانو حوار جامد بس لو فهمتو هتعمل احلى شغل فى الاتاكات
والسلام عليكم

Hassan Emprator
2019-09-30, 01:37 AM
عاش يحبي موضوع مفيد جدا

HBESA
2019-09-30, 08:54 AM
تسلم ايدك

ابو مروان
2019-09-30, 12:28 PM
عاش يحبي موضوع مفيد جدا

حبيبي :)

AbuMaryam
2019-09-30, 10:27 PM
تسلم ايدك على الموضوع الجميل

استمر يا صديقي

ابو مروان
2019-09-30, 10:33 PM
تسلم ايدك

نورت :)

ابو مروان
2019-09-30, 10:33 PM
تسلم ايدك على الموضوع الجميل

استمر يا صديقي

حبيبي تسلم:)

ElSaher
2019-09-30, 10:54 PM
عاش يا صحبي انا فاهمو بس صعب شويا وانشاء الله تتعمل علي اتاك صعب وسهل وتنزل للناس

ابو مروان
2019-09-30, 11:30 PM
عاش يا صحبي انا فاهمو بس صعب شويا وانشاء الله تتعمل علي اتاك صعب وسهل وتنزل للناس

انت بالاكواد دى لو حابب تعمل اتاك اون لاين هتعملو بس هتاخد وقت كبيييييييييييير :dunno: