المساعد الشخصي الرقمي

مشاهدة النسخة كاملة : Redeem Equipment


Adel Abd El Hay
2019-11-11, 01:59 AM
لو سمحتوا يارجاله انا عندي مشكله في ال Redeem Equipment
بمعني ان لما يكون اسم الاكونت احمر وحد يقتلوا ويخسر حاجه من الاصطفه مش بيعرف يرجع الاصطفه دي تاني ايه الحل ؟
عفواً لايمكن عرض الروابط في الإرشيف

zezonever
2019-11-11, 03:02 AM
هتفتح السورس بتاعك برجيكت هتبحث عن الملف ده Equipment.cs بعدين تمسح ال فيه كله وضيف دول

using System;
using System.Collections.Generic;
using BlackBlock.Network.GamePackets;
using BlackBlock.Interfaces;
using BlackBlock.Network;

namespace BlackBlock.Game.ConquerStructures
{
public class Equipment
{
public bool IsWearingItemID(uint ItemID)
{
foreach (var obj in Objects)
{
if (obj == null) continue;
if (obj.ID == ItemID) return true;
}
return false;
}
public short GetTPL()
{
short value = 0;
foreach (var item in objects)
if (item != null)
value += (short)item.Stars;
return value;
}
public bool IsWearingItemUID(uint ItemUID)
{
foreach (var obj in Objects)
{
if (obj == null) continue;
if (obj.UID == ItemUID) return true;
}
return false;
}
public uint GetFullEquipmentPlusPoints
{
get
{
uint val = 0;
foreach (Network.GamePackets.ConquerItem item in Objects)
{
if (item == null) continue;
if (item.Position > 19 || item.Position == 7 || item.Position == 9 || item.Position == 15 || item.Position == 16 || item.Position == 17) continue;
if (!Network.PacketHandler.IsTwoHand(item.ID))
{
if (item.Plus == 1) val += 200;
if (item.Plus == 2) val += 600;
if (item.Plus == 3) val += 1200;
if (item.Plus == 4) val += 1800;
if (item.Plus == 5) val += 2600;
if (item.Plus == 6) val += 3500;
if (item.Plus == 7) val += 4800;
if (item.Plus == 8) val += 5800;
if (item.Plus == 9) val += 6800;
if (item.Plus == 10) val += 7800;
if (item.Plus == 11) val += 8800;
if (item.Plus == 12) val += 10000;
}
else
{
if (item.Plus == 1) val += 400;
if (item.Plus == 2) val += 1200;
if (item.Plus == 3) val += 2400;
if (item.Plus == 4) val += 3600;
if (item.Plus == 5) val += 5200;
if (item.Plus == 6) val += 7000;
if (item.Plus == 7) val += 9600;
if (item.Plus == 8) val += 11600;
if (item.Plus == 9) val += 13600;
if (item.Plus == 10) val += 15600;
if (item.Plus == 11) val += 17600;
if (item.Plus == 12) val += 20000;
}
}
return val;
}
}
public uint GetFullEquipmentEnumPoints
{
get
{
uint Points = 0;
foreach (Network.GamePackets.ConquerItem item in Objects)
{
if (item == null) continue;
if (item.Position > 19 || item.Position == 7 || item.Position == 9 || item.Position == 15 || item.Position == 16 || item.Position == 17) continue;
if (!Network.PacketHandler.IsTwoHand(item.ID))
{
if (item.ID % 10 == 9) Points += 500;
if (item.ID % 10 == 8) Points += 300;
if (item.ID % 10 == 7) Points += 200;
if (item.ID % 10 == 6) Points += 100;
if (item.ID % 10 > 0 && item.ID % 10 < 6) Points += 50;
}
else
{
if (item.ID % 10 == 9) Points += 1000;
if (item.ID % 10 == 8) Points += 600;
if (item.ID % 10 == 7) Points += 400;
if (item.ID % 10 == 6) Points += 200;
if (item.ID % 10 > 0 && item.ID % 10 < 6) Points += 100;
}
}
return Points;
}
}
public uint GetFullEquipmentSoulPoints
{
get
{
uint Points = 0;
foreach (Network.GamePackets.ConquerItem item in Objects)
{
if (item == null || !item.Purification.Available) continue;
if (item.Position > 19 || item.Position == 7 || item.Position == 9 || item.Position == 15 || item.Position == 16 || item.Position == 17) continue;
if (!Network.PacketHandler.IsTwoHand(item.ID))
{
if (item.Purification.PurificationLevel == 1) Points += 100;
if (item.Purification.PurificationLevel == 2) Points += 300;
if (item.Purification.PurificationLevel == 3) Points += 500;
if (item.Purification.PurificationLevel == 4) Points += 800;
if (item.Purification.PurificationLevel == 5) Points += 1200;
if (item.Purification.PurificationLevel == 6) Points += 1600;
if (item.Purification.PurificationLevel == 7) Points += 2000;
}
else
{
if (item.Purification.PurificationLevel == 1) Points += 200;
if (item.Purification.PurificationLevel == 2) Points += 600;
if (item.Purification.PurificationLevel == 3) Points += 1000;
if (item.Purification.PurificationLevel == 4) Points += 1600;
if (item.Purification.PurificationLevel == 5) Points += 2400;
if (item.Purification.PurificationLevel == 6) Points += 3200;
if (item.Purification.PurificationLevel == 7) Points += 4000;
}
}
return Points;
}
}
public uint GetFullEquipmentEnchantPoints
{
get
{
uint val = 0;
foreach (Network.GamePackets.ConquerItem item in Objects)
{
if (item == null) continue;
if (item.Position > 19 || item.Position == 7 || item.Position == 9 || item.Position == 15 || item.Position == 16 || item.Position == 17) continue;
if (!Network.PacketHandler.IsTwoHand(item.ID))
{
var enc = (uint)(item.Enchant);
if (enc != 0)
{
if (enc <= 200) val += enc * 1;
if (enc <= 240) val += (uint)(enc * 1.3);
if (enc <= 254) val += (uint)(enc * 1.6);
if (enc <= 255) val += enc * 2;
}
}
else
{
var enc = (uint)(item.Enchant);
if (enc != 0)
{
if (enc <= 200) val += enc * 2;
if (enc <= 240) val += (uint)(enc * 2.6);
if (enc <= 254) val += (uint)(enc * 3.2);
if (enc <= 255) val += enc * 4;
}
}
}
return val;
}
}
public uint GetFullEquipmentLevelPoints
{
get
{
uint val = 0;
foreach (Network.GamePackets.ConquerItem item in Objects)
{
if (item == null || !Database.ConquerItemInformation.BaseInformations. ContainsKey(item.ID)) continue;
if (item.Position > 19 || item.Position == 7 || item.Position == 9 || item.Position == 15 || item.Position == 16 || item.Position == 17) continue;
if (!Network.PacketHandler.IsTwoHand(item.ID))
{
var lvl = (uint)Database.ConquerItemInformation.BaseInformat ions[item.ID].Level;
if (lvl <= 120)
val += lvl * 3;
else if (lvl <= 130)
val += lvl * 5;
else if (lvl <= 140)
val += lvl * 6;
}
else
{
var lvl = (uint)Database.ConquerItemInformation.BaseInformat ions[item.ID].Level;
if (lvl <= 120)
val += lvl * 6;
else if (lvl <= 130)
val += lvl * 10;
else if (lvl <= 140)
val += lvl * 12;
}
}
return val;
}
}
public uint GetFullEquipmentGemPoints
{
get
{
uint val = 0;
foreach (Network.GamePackets.ConquerItem item in Objects)
{
if (item == null) continue;
if (item.Position > 19 || item.Position == 7 || item.Position == 9 || item.Position == 15 || item.Position == 16 || item.Position == 17) continue;
if (!Network.PacketHandler.IsTwoHand(item.ID))
{
if (item.SocketOne != (Game.Enums.Gem)0)
{
if (item.SocketOne2 % 10 == 1) val += 200;
if (item.SocketOne2 % 10 == 2) val += 500;
if (item.SocketOne2 % 10 == 3) val += 800;
}
if (item.SocketTwo != (Game.Enums.Gem)0)
{
if (item.SocketTwo2 % 10 == 1) val += 200;
if (item.SocketTwo2 % 10 == 2) val += 500;
if (item.SocketTwo2 % 10 == 3) val += 800;
}
}
else
{
if (item.SocketOne != (Game.Enums.Gem)0)
{
if (item.SocketOne2 % 10 == 1) val += 400;
if (item.SocketOne2 % 10 == 2) val += 1000;
if (item.SocketOne2 % 10 == 3) val += 1600;
}
if (item.SocketTwo != (Game.Enums.Gem)0)
{
if (item.SocketTwo2 % 10 == 1) val += 400;
if (item.SocketTwo2 % 10 == 2) val += 1000;
if (item.SocketTwo2 % 10 == 3) val += 1600;
}
}
}
return val;
}
}
public uint GetFullEquipmentPerfecetionLevelPoints
{
get
{
uint Points = 0;
foreach (Network.GamePackets.ConquerItem item in Objects)
{
if (item == null) continue;
if (item.Position > 19 || item.Position == 7 || item.Position == 9 || item.Position == 15 || item.Position == 16 || item.Position == 17) continue;
if (item.Stars >= 1) Points += 180;
if (item.Stars >= 2) Points += 180;
if (item.Stars >= 3) Points += 180;
if (item.Stars >= 4) Points += 180;
if (item.Stars >= 5) Points += 180;
if (item.Stars >= 6) Points += 180;
if (item.Stars >= 7) Points += 180;
if (item.Stars >= 8) Points += 180;
if (item.Stars >= 9) Points += 180;
if (item.Stars >= 10) Points += 2380;
if (item.Stars >= 11) Points += 400;
if (item.Stars >= 12) Points += 400;
if (item.Stars >= 13) Points += 400;
if (item.Stars >= 14) Points += 400;
if (item.Stars >= 15) Points += 400;
if (item.Stars >= 16) Points += 400;
if (item.Stars >= 17) Points += 400;
if (item.Stars >= 18) Points += 400;
if (item.Stars >= 19) Points += 5150;
if (item.Stars >= 20) Points += 650;
if (item.Stars >= 21) Points += 650;
if (item.Stars >= 22) Points += 650;
if (item.Stars >= 23) Points += 650;
if (item.Stars >= 24) Points += 650;
if (item.Stars >= 25) Points += 650;
if (item.Stars >= 26) Points += 650;
if (item.Stars >= 27) Points += 650;
if (item.Stars >= 28) Points += 100;
if (item.Stars >= 29) Points += 100;
if (item.Stars >= 30) Points += 100;
if (item.Stars >= 31) Points += 100;
if (item.Stars >= 32) Points += 100;
if (item.Stars >= 33) Points += 100;
if (item.Stars >= 34) Points += 100;
if (item.Stars >= 35) Points += 100;
if (item.Stars >= 36) Points += 100;
if (item.Stars >= 37) Points += 100;
if (item.Stars >= 38) Points += 100;
if (item.Stars >= 39) Points += 100;
if (item.Stars >= 40) Points += 100;
if (item.Stars >= 41) Points += 100;
if (item.Stars >= 42) Points += 100;
if (item.Stars >= 43) Points += 100;
if (item.Stars >= 44) Points += 100;
if (item.Stars >= 45) Points += 100;
if (item.Stars >= 46) Points += 100;
if (item.Stars >= 47) Points += 100;
if (item.Stars >= 48) Points += 100;
if (item.Stars >= 49) Points += 100;
if (item.Stars >= 50) Points += 100;
if (item.Stars >= 51) Points += 100;
if (item.Stars >= 52) Points += 100;
if (item.Stars >= 53) Points += 100;
if (item.Stars >= 54) Points += 100;
if (Network.PacketHandler.IsTwoHand(item.ID))
{
if (item.Stars >= 1) Points += 180;
if (item.Stars >= 2) Points += 180;
if (item.Stars >= 3) Points += 180;
if (item.Stars >= 4) Points += 180;
if (item.Stars >= 5) Points += 180;
if (item.Stars >= 6) Points += 180;
if (item.Stars >= 7) Points += 180;
if (item.Stars >= 8) Points += 180;
if (item.Stars >= 9) Points += 180;
if (item.Stars >= 10) Points += 2380;
if (item.Stars >= 11) Points += 400;
if (item.Stars >= 12) Points += 400;
if (item.Stars >= 13) Points += 400;
if (item.Stars >= 14) Points += 400;
if (item.Stars >= 15) Points += 400;
if (item.Stars >= 16) Points += 400;
if (item.Stars >= 17) Points += 400;
if (item.Stars >= 18) Points += 400;
if (item.Stars >= 19) Points += 5150;
if (item.Stars >= 20) Points += 650;
if (item.Stars >= 21) Points += 650;
if (item.Stars >= 22) Points += 650;
if (item.Stars >= 23) Points += 650;
if (item.Stars >= 24) Points += 650;
if (item.Stars >= 25) Points += 650;
if (item.Stars >= 26) Points += 650;
if (item.Stars >= 27) Points += 650;
if (item.Stars >= 28) Points += 100;
if (item.Stars >= 29) Points += 100;
if (item.Stars >= 30) Points += 100;
if (item.Stars >= 31) Points += 100;
if (item.Stars >= 32) Points += 100;
if (item.Stars >= 33) Points += 100;
if (item.Stars >= 34) Points += 100;
if (item.Stars >= 35) Points += 100;
if (item.Stars >= 36) Points += 100;
if (item.Stars >= 37) Points += 100;
if (item.Stars >= 38) Points += 100;
if (item.Stars >= 39) Points += 100;
if (item.Stars >= 40) Points += 100;
if (item.Stars >= 41) Points += 100;
if (item.Stars >= 42) Points += 100;
if (item.Stars >= 43) Points += 100;
if (item.Stars >= 44) Points += 100;
if (item.Stars >= 45) Points += 100;
if (item.Stars >= 46) Points += 100;
if (item.Stars >= 47) Points += 100;
if (item.Stars >= 48) Points += 100;
if (item.Stars >= 49) Points += 100;
if (item.Stars >= 50) Points += 100;
if (item.Stars >= 51) Points += 100;
if (item.Stars >= 52) Points += 100;
if (item.Stars >= 53) Points += 100;
if (item.Stars >= 54) Points += 100;
}
}
return Points;
}
}
public uint GetFullEquipmentSocketPoints
{
get
{
uint val = 0;
foreach (Network.GamePackets.ConquerItem item in Objects)
{
if (item == null) continue;
if (item.Position > 19 || item.Position == 7 || item.Position == 9 || item.Position == 15 || item.Position == 16 || item.Position == 17) continue;
if (!Network.PacketHandler.IsTwoHand(item.ID))
{
if (item.SocketOne != (Game.Enums.Gem)0) val += 1000;
if (item.SocketTwo != (Game.Enums.Gem)0) val += 2500;
}
else
{
if (item.SocketOne != (Game.Enums.Gem)0) val += 2000;
if (item.SocketTwo != (Game.Enums.Gem)0) val += 5000;
}
}
return val;
}
}
public uint GetFullEquipmentBlessPoints
{
get
{
uint val = 0;
foreach (Network.GamePackets.ConquerItem item in Objects)
{
if (item == null) continue;
if (item.Position > 19 || item.Position == 7 || item.Position == 9 || item.Position == 15 || item.Position == 16 || item.Position == 17) continue;
if (!Network.PacketHandler.IsTwoHand(item.ID))
{
val += (uint)(item.Bless * 100);
}
else
{
val += (uint)(item.Bless * 200);
}
}
return val;
}
}
public uint GetFullEquipmentRefinePoints
{
get
{
uint val = 0;
foreach (Network.GamePackets.ConquerItem item in Objects)
{
if (item == null || !item.ExtraEffect.Available) continue;
if (item.Position > 19 || item.Position == 7 || item.Position == 9 || item.Position == 15 || item.Position == 16 || item.Position == 17) continue;
if (!Network.PacketHandler.IsTwoHand(item.ID))
{
if (item.ExtraEffect.EffectLevel == 1) val += 100;
if (item.ExtraEffect.EffectLevel == 2) val += 400;
if (item.ExtraEffect.EffectLevel == 3) val += 800;
if (item.ExtraEffect.EffectLevel == 4) val += 1200;
if (item.ExtraEffect.EffectLevel == 5) val += 1600;
if (item.ExtraEffect.EffectLevel == 6) val += 2000;
}
else
{
if (item.ExtraEffect.EffectLevel == 1) val += 200;
if (item.ExtraEffect.EffectLevel == 2) val += 800;
if (item.ExtraEffect.EffectLevel == 3) val += 1600;
if (item.ExtraEffect.EffectLevel == 4) val += 2400;
if (item.ExtraEffect.EffectLevel == 5) val += 3200;
if (item.ExtraEffect.EffectLevel == 6) val += 4000;
}
}
return val;
}
}
public ushort TotalStars
{
get
{
ushort Count = 0;
foreach (Network.GamePackets.ConquerItem item in Objects)
{
if (item == null) continue;
if (item.Position > 19 || item.Position == 7 || item.Position == 9 || item.Position == 15 || item.Position == 16 || item.Position == 17) continue;
Count += (ushort)(Network.PacketHandler.IsTwoHand(item.ID) ? item.Stars * 2 : item.Stars);
}
return Count;
}
}
ConquerItem[] objects;
Client.GameState Owner;
public Equipment(Client.GameState client)
{
Owner = client;
objects = new ConquerItem[29];
}

public void UpdateEntityPacket()
{
for (byte Position = 1; Position < 30; Position++)
{
if (Free(Position))
{
ClearItemview(Position);
// ClearItemview2(Position);
/////////////////////////////Cpu//////////////////////////////




/////////////////////////////Cpu//////////////////////////////
}
else
{
var item = TryGetItem(Position);
UpdateItemview(item);
/////////////////////////////Cpu//////////////////////////////




/////////////////////////////Cpu//////////////////////////////
}
}
if (Owner.ArmorLook != 0)
{
Network.Writer.WriteUInt32(0, ArmorSoul, Owner.Player.SpawnPacket);
Network.Writer.WriteUInt32(Owner.ArmorLook, Armor, Owner.Player.SpawnPacket);
}
if (Owner.HeadgearLook > 0)
{
Network.Writer.WriteUInt32(0, HeadSoul, Owner.Player.SpawnPacket);
Network.Writer.WriteUInt32(Owner.HeadgearLook, Head, Owner.Player.SpawnPacket);
}
if (Owner.WeaponLook > 0)
{
Network.Writer.WriteUInt32(0, RightWeaponSoul, Owner.Player.SpawnPacket);
Network.Writer.WriteUInt32(Owner.WeaponLook, RightWeapon, Owner.Player.SpawnPacket);
}
if (Owner.WeaponLook2 > 0)
{
Network.Writer.WriteUInt32(0, LeftWeaponSoul, Owner.Player.SpawnPacket);
Network.Writer.WriteUInt32(Owner.WeaponLook2, LeftWeapon, Owner.Player.SpawnPacket);
}

Owner.SendScreen(Owner.Player.SpawnPacket, false);
}
public uint GetGear(byte Position, Client.GameState C)
{
ConquerItem I = C.Equipment.TryGetItem(Position);
if (I == null)
{
return 0;
}
return I.UID;
}
public bool Add(ConquerItem item)
{
if (objects.Length < item.Position) return false;
if (item.Position - 1 >= objects.Length) return false;
if (item.Position - 1 < 0) return false;
if (objects[item.Position - 1] == null)
{
item.IsWorn = true;
UpdateItemview(item);
objects[item.Position - 1] = item;
item.Position = item.Position;
item.Send(Owner);
Owner.LoadItemStats();
Owner.SendScreenSpawn(Owner.Player, false);
return true;
}
else return false;
}

public bool Add(ConquerItem item, Enums.ItemUse use)
{
if (objects[item.Position - 1] == null)
{
objects[item.Position - 1] = item;
item.Mode = Enums.ItemMode.Default;

if (use != Enums.ItemUse.None)
{
item.IsWorn = true;
UpdateItemview(item);

item.Send(Owner);
Owner.LoadItemStats();
}
return true;
}
else return false;
}


#region Offsets

public const int
Head = 56,
Garment = 60,
Armor = 64,
LeftWeapon = 68,
RightWeapon = 72,
LeftWeaponAccessory = 76,
RightWeaponAccessory = 80,
Steed = 84,
MountArmor = 88,
Wing = 92,
WingPlus = 96,
WingProgress = 97,
ArmorColor = 162,
LeftWeaponColor = 164,
HeadColor = 166,
SteedPlus = 172,
SteedColor = 174,
HeadSoul = 221,
ArmorSoul = 225,
LeftWeaponSoul = 229,
RightWeaponSoul = 233;

#endregion Offsets

public void ClearItemview(uint Position)
{
switch ((ushort)Position)
{
case Network.GamePackets.ConquerItem.Head:
Writer.Write(0, HeadSoul, Owner.Player.SpawnPacket);
Writer.Write(0, Head, Owner.Player.SpawnPacket);
Writer.Write(0, HeadColor, Owner.Player.SpawnPacket);

break;

case Network.GamePackets.ConquerItem.Garment:
if (Owner.Player.MapID != 1081)
Writer.Write(0, Garment, Owner.Player.SpawnPacket);
break;

case Network.GamePackets.ConquerItem.Armor:
Writer.Write(0, ArmorSoul, Owner.Player.SpawnPacket);
Writer.Write(0, Armor, Owner.Player.SpawnPacket);
Writer.Write(0, ArmorColor, Owner.Player.SpawnPacket);

break;

case Network.GamePackets.ConquerItem.RightWeapon:
Writer.Write(0, RightWeaponSoul, Owner.Player.SpawnPacket);
Writer.Write(0, RightWeapon, Owner.Player.SpawnPacket);
break;

case Network.GamePackets.ConquerItem.LeftWeapon:
Writer.Write(0, LeftWeaponSoul, Owner.Player.SpawnPacket);
Writer.Write(0, LeftWeapon, Owner.Player.SpawnPacket);
Writer.Write(0, LeftWeaponColor, Owner.Player.SpawnPacket);
break;

case Network.GamePackets.ConquerItem.RightWeaponAccesso ry:
Writer.Write(0, RightWeaponAccessory, Owner.Player.SpawnPacket);
break;

case Network.GamePackets.ConquerItem.LeftWeaponAccessor y:
Writer.Write(0, LeftWeaponAccessory, Owner.Player.SpawnPacket);
break;

case Network.GamePackets.ConquerItem.Steed:
Writer.Write(0, Steed, Owner.Player.SpawnPacket);
Writer.Write(0, SteedPlus, Owner.Player.SpawnPacket);
Writer.Write(0, SteedColor, Owner.Player.SpawnPacket);
break;

case Network.GamePackets.ConquerItem.SteedArmor:
Writer.Write(0, MountArmor, Owner.Player.SpawnPacket);
break;

case Network.GamePackets.ConquerItem.Wing:
Writer.Write(0, Wing, Owner.Player.SpawnPacket);
Writer.Write(0, WingPlus, Owner.Player.SpawnPacket);
Writer.Write(0, WingProgress, Owner.Player.SpawnPacket);
break;
}
}

public void UpdateItemview(ConquerItem item)
{
if (item == null) return;
if (!item.IsWorn) return;
switch ((ushort)item.Position)
{
case Network.GamePackets.ConquerItem.AlternateHead:
case Network.GamePackets.ConquerItem.Head:
if (item.Purification.Available)
Writer.Write(item.Purification.PurificationItemID, HeadSoul, Owner.Player.SpawnPacket);
else Writer.Write(0, HeadSoul, Owner.Player.SpawnPacket);
Writer.Write(item.ID, Head, Owner.Player.SpawnPacket);

Writer.Write((byte)item.Color, HeadColor, Owner.Player.SpawnPacket);
break;

case Network.GamePackets.ConquerItem.AlternateGarment:
case Network.GamePackets.ConquerItem.Garment:
Writer.Write(item.ID, Garment, Owner.Player.SpawnPacket);
break;

case Network.GamePackets.ConquerItem.AlternateArmor:
case Network.GamePackets.ConquerItem.Armor:
if (item.Purification.Available)
Writer.Write(item.Purification.PurificationItemID, ArmorSoul, Owner.Player.SpawnPacket);
else Writer.Write(0, ArmorSoul, Owner.Player.SpawnPacket);
Writer.Write(item.ID, Armor, Owner.Player.SpawnPacket);

Writer.Write((byte)item.Color, ArmorColor, Owner.Player.SpawnPacket);
break;

case Network.GamePackets.ConquerItem.AlternateRightWeap on:
case Network.GamePackets.ConquerItem.RightWeapon:
if (item.Purification.Available)
Writer.Write(item.Purification.PurificationItemID, RightWeaponSoul, Owner.Player.SpawnPacket);
else Writer.Write(0, RightWeaponSoul, Owner.Player.SpawnPacket);
Writer.Write(item.ID, RightWeapon, Owner.Player.SpawnPacket);
break;

case Network.GamePackets.ConquerItem.RightWeaponAccesso ry:
Writer.Write(item.ID, RightWeaponAccessory, Owner.Player.SpawnPacket);
break;

case Network.GamePackets.ConquerItem.AlternateLeftWeapo n:
case Network.GamePackets.ConquerItem.LeftWeapon:
if (item.Purification.Available)
Writer.Write(item.Purification.PurificationItemID, LeftWeaponSoul, Owner.Player.SpawnPacket);
else Writer.Write(0, LeftWeaponSoul, Owner.Player.SpawnPacket);
Writer.Write((byte)item.Color, LeftWeaponColor, Owner.Player.SpawnPacket);
Writer.Write(item.ID, LeftWeapon, Owner.Player.SpawnPacket);
break;

case Network.GamePackets.ConquerItem.LeftWeaponAccessor y:
Writer.Write(item.ID, LeftWeaponAccessory, Owner.Player.SpawnPacket);
break;

case Network.GamePackets.ConquerItem.Steed:
Writer.Write(item.ID, Steed, Owner.Player.SpawnPacket);
Writer.Write((byte)item.Plus, SteedPlus, Owner.Player.SpawnPacket);
Writer.Write(item.SocketProgress, SteedColor, Owner.Player.SpawnPacket);
break;

case Network.GamePackets.ConquerItem.SteedArmor:
Writer.Write(item.ID, MountArmor, Owner.Player.SpawnPacket);
break;

case Network.GamePackets.ConquerItem.Wing:
Writer.Write(item.ID, Wing, Owner.Player.SpawnPacket);
Writer.Write(item.Plus, WingPlus, Owner.Player.SpawnPacket);
Writer.Write(item.PlusProgress, WingProgress, Owner.Player.SpawnPacket);
break;
}
}

public bool TryGetItem(uint itemGuid, out ConquerItem myItem)
{
for (int i = 0; i < Objects.Length; i++)
{
var item = Objects[i];
if (item != null)
{
if (item.UID == itemGuid)
{
myItem = item;
return true;
}
}
}
myItem = null;
return false;
}

public bool Remove(byte Position, bool dontAdd = false)
{
if (objects == null || objects[Position - 1] == null)
return false;

if (objects[Position - 1] != null)
{
if (Owner.Inventory.Count <= 39)
{
if (dontAdd ? true : Owner.Inventory.Add(objects[Position - 1], Enums.ItemUse.Move))
{
objects[Position - 1].Position = Position;
objects[Position - 1].IsWorn = false;
objects[Position - 1].Position = 0;
if (Position == 12)
Owner.Player.RemoveFlag((ulong)Update.Flags.Ride);
if (Position == 4)
Owner.Player.RemoveFlag((ulong)Update.Flags.Fly);
ItemUsage iu = new ItemUsage(true);
iu.UID = objects[Position - 1].UID;
iu.dwParam = Position;
iu.ID = ItemUsage.UnequipItem;
Owner.Send(iu.ToArray());
ClearItemview(Position);
objects[Position - 1] = null;
Owner.SendScreenSpawn(Owner.Player, false);
return true;
}
}
else
{
Owner.Send("Not enough room in your inventory.");
}
}
return false;
}
public bool DestroyArrow(uint Position)
{
if (objects[Position - 1] != null)
{
objects[Position - 1].Position = (ushort)Position;
if (objects[Position - 1].ID == 0)
{
objects[Position - 1].Position = 0;
Database.ConquerItemTable.DeleteItem(objects[Position - 1].UID);
objects[Position - 1] = null;
return true;
}
if (!Network.PacketHandler.IsArrow(objects[Position - 1].ID))
return false;

//Owner.UnloadItemStats(objects[Position - 1], false);
objects[Position - 1].IsWorn = false;
Database.ConquerItemTable.DeleteItem(objects[Position - 1].UID);
Network.GamePackets.ItemUsage iu = new Network.GamePackets.ItemUsage(true);
iu.UID = objects[Position - 1].UID;
iu.dwParam = Position;
iu.ID = Network.GamePackets.ItemUsage.UnequipItem;
Owner.Send(iu);
iu.dwParam = 0;
iu.ID = Network.GamePackets.ItemUsage.RemoveInventory;
Owner.Send(iu);
ClearItemview(Position);
objects[Position - 1].Position = 0;
objects[Position - 1] = null;
return true;
}
return false;
}
public bool RemoveToGround(uint Position)
{
if (Position == 0 || Position > 29)
return true;
if (objects[Position - 1] != null)
{
objects[Position - 1].Position = (ushort)Position;
objects[Position - 1].IsWorn = false;
//Owner.UnloadItemStats(objects[Position - 1], false);
objects[Position - 1].Position = 0;
Database.ConquerItemTable.RemoveItem(objects[Position - 1].UID);
Network.GamePackets.ItemUsage iu = new Network.GamePackets.ItemUsage(true);
iu.UID = objects[Position - 1].UID;
iu.dwParam = Position;
iu.ID = Network.GamePackets.ItemUsage.UnequipItem;
Owner.Send(iu);
iu.dwParam = 0;
iu.ID = Network.GamePackets.ItemUsage.RemoveInventory;
Owner.Send(iu);

ClearItemview(Position);
objects[Position - 1] = null;
return true;
}
return false;
}
public ConquerItem[] Objects
{
get
{
return objects;
}
}
public byte Count
{
get
{
byte count = 0; foreach (ConquerItem i in objects)
if (i != null)
count++; return count;
}
}
public bool Free(byte Position)
{
return TryGetItem(Position) == null;
}
public bool Free(uint Position)
{
return TryGetItem((byte)Position) == null;
}
public ConquerItem TryGetItem(byte Position)
{
ConquerItem item = null;
if (Position < 1 || Position > 29)
return item;
item = objects[Position - 1];
return item;
}
public ConquerItem TryGetItem(uint uid)
{
try
{
foreach (ConquerItem item in objects)
{
if (item != null)
if (item.UID == uid)
return item;
}
}
catch (Exception e)
{
Program.SaveException(e);
Console.WriteLine(e);
}
return TryGetItem((byte)uid);
}

public bool IsArmorSuper()
{
if (TryGetItem(3) != null)
return TryGetItem(3).ID % 10 == 9;
return false;
}
public bool IsAllSuper()
{
for (byte count = 1; count < 12; count++)
{
if (count == 5)
{
if (Owner.Player.Class > 100)
continue;
if (TryGetItem(count) != null)
{
if (Network.PacketHandler.IsArrow(TryGetItem(count).I D))
continue;
if (Network.PacketHandler.IsTwoHand(TryGetItem(4).ID) )
continue;
if (TryGetItem(count).ID % 10 != 9)
return false;
}
}
else
{
if (TryGetItem(count) != null)
{
if (count != Network.GamePackets.ConquerItem.Bottle && count != Network.GamePackets.ConquerItem.Garment)
if (TryGetItem(count).ID % 10 != 9)
return false;
}
else
if (count != Network.GamePackets.ConquerItem.Bottle && count != Network.GamePackets.ConquerItem.Garment)
return false;
}
}
return true;
}

public void ForceEquipments(Equipment equips)
{
objects = equips.objects;
}

public IEnumerable<ConquerItem> GetCollection()
{
foreach (var it in objects)
{
if (it != null)
yield return it;
}
}
}
}

وغيرت اسم السورس باسم السورس بتاعك وجرب وياريت تجاوبني في اسرع وقت تقول تم الحل ولا لا

Adel Abd El Hay
2019-11-11, 01:56 PM
لسه نفس المشكله موجوده !!

zezonever
2019-11-11, 03:23 PM
تمام ركز معايا طيب افتح البرجيكت وبعدين نفتح ملف GameStats.ce هنددور ع الكود ده

Inventory = new Game.ConquerStructures.Inventory(this);

تحته علي طول هنضيف ده

Equipment = new Game.ConquerStructures.Equipment(this);

وبعدين نفتح ملف Entiy.cs ندور ع الكود ده

public void AddClone(ushort cloneid)
{

هنضيف تحته ع طول الكود ده

#region SpawnPacket(10014)

var Entity = new Entity(EntityFlag.Entity, true);
Entity.MonsterInfo = new MonsterInformation();
MonsterInformation.MonsterInformations.TryGetValue (9003, out Entity.MonsterInfo);
Entity.Owner = Owner;
Entity.MonsterInfo.Owner = Entity;
Entity.IsClone = true;
Entity._Name = "ShadowClone";
Entity.clan = Name;
Entity.SpawnPacket = new byte[8 + _Names + _Name.Length + 36];
Array.Copy(SpawnPacket, Entity.SpawnPacket, Entity.SpawnPacket.Length);
WriteStringList(new List<string>() { "ShadowClone", "", "", Name, "" }, _Names, Entity.SpawnPacket);
Entity.Mesh = Mesh;
Entity.Hitpoints = 1;
Entity.UID = Owner.Map.CloneCounter.Next;
Entity.GuildID = Entity.GuildRank = Entity.Action = 0;
Entity.CountryID = Enums.CountryID.Default;
Entity.StatusFlag = Entity.StatusFlag2 = Entity.StatusFlag3 = Entity.StatusFlag4 = 0;
Writer.Write((uint)0, Game.ConquerStructures.Equipment.Steed, Entity.SpawnPacket);
Writer.Write((uint)0, Game.ConquerStructures.Equipment.SteedPlus, Entity.SpawnPacket);
Writer.Write((uint)0, Game.ConquerStructures.Equipment.SteedColor, Entity.SpawnPacket);
Writer.Write((uint)0, Game.ConquerStructures.Equipment.MountArmor, Entity.SpawnPacket);
Writer.Write((uint)0, Game.ConquerStructures.Equipment.Wing, Entity.SpawnPacket);
Writer.Write((uint)0, Game.ConquerStructures.Equipment.WingPlus, Entity.SpawnPacket);
Entity.FlowerRank = 0;
Entity.NobilityRank = ConquerStructures.NobilityRank.Serf;
Entity.Class = Entity.FirstRebornClass = Entity.SecondRebornClass = Entity.JiangTalent = Entity.SubClassesActive = Entity.Reborn = Entity.Level = Entity.ServerID = 0;
Writer.Write((byte)2, 271, Entity.SpawnPacket);
Writer.Write(cloneid, 272, Entity.SpawnPacket);
Entity.OwnerUID = UID;
Entity.JiangActive = false;
Writer.Write((uint)0, 178, Entity.SpawnPacket);
Writer.Write((uint)0, 182, Entity.SpawnPacket);
Writer.Write((uint)0, 186, Entity.SpawnPacket);
Writer.Write((uint)0, _UnionExploits, Entity.SpawnPacket);
Writer.Write((uint)0, _UnionID, Entity.SpawnPacket);
Writer.Write((uint)0, _UnionRank, Entity.SpawnPacket);
Writer.Write((uint)0, _UnionType, Entity.SpawnPacket);
Writer.Write((uint)0, _MyTitle, Entity.SpawnPacket);
Writer.Write((uint)0, _MyTitleScore, Entity.SpawnPacket);
Writer.Write((uint)0, _MyWing, Entity.SpawnPacket);
Entity.MinAttack = MinAttack;
Entity.MaxAttack = Entity.MagicAttack = Math.Max(MinAttack, MaxAttack);
Entity.Appearance = Appearance;
Entity.MapID = Owner.Map.ID;
Entity.SendUpdates = true;

#endregion SpawnPacket(10014)

بعدين هنروح ملف Handle.cs هنبحث ع الكود ده

public Game.ConquerStructures.Inventory Inventory;

تحته ع طول نضيف ده

public Game.ConquerStructures.Equipment Equipment;

هنفتح ملف بعدها Lobby.cs هنشوف الكود ده موجود ولا لا

if (Bot.Equipment == null) Bot.Equipment = new Equipment(Bot);

لو مش موجود ابحث ع اكلود ده

Bot.Equipment.Add(new ConquerItem(true) { ID = 420439, Plus = 12, Position = 4 });

فوقه هنضيف الكود ال مش موجود وبكده المشكله اتحلت مليون في الميه

Adel Abd El Hay
2019-11-11, 07:11 PM
المشكله ان السورس عندي بتكويد Msg فا معظم الاكواد اللي بتبعتها بتبقي مش موجوده او مكتوبه بصيغ تانيه ومش بعرف اوصلها

Adel Abd El Hay
2019-11-12, 12:22 AM
ياريت حد يساعدني ف المشكله دي ياشباب بعد اذنكو !!
مع العلم ان السورس بتكويد Msg وشكرا !!

محمد ياسر
2019-11-16, 08:27 AM
تحويل العادي لمسج سهل جدا ياحب قارن بين الاكواد الي بتيجي ايروا عندك باكواد تاني بنفس طريقه التكويد

karem1q
2023-10-11, 10:04 PM
عاش