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
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