المساعد الشخصي الرقمي

مشاهدة النسخة كاملة : موضوع عن الاستريك


zezonever
2019-12-22, 03:39 AM
سلامه عليكم ورحمه الله

عاوز انزل نسبه الاستريك مثلا النسبه 100 % دلوقتي بيطلع عادي انا عاوزه يطلع كل فيييييين وفيييين يعني اخالي النسبه 30 % او 40 %

ملف ايه بظبط عشان اعدل منه علشان انا بعدل من ملف PvP.cs ياريت التعديل الصحيح

Tefa
2019-12-22, 03:56 AM
handle.cs

public static void ReceiveAttack(

#region Perfection
بدله ب ده
#region Perfection
if (attacker.EntityFlag == EntityFlag.Entity)
{
#region Perfection
Game.Enums.PerfectionEffect effect = Enums.PerfectionEffect.CalmWind;
byte chance = 0;
new MsgRefineEffect().GenerateEffectandChance(attacker .Owner, ref effect, ref chance);
if (Kernel.Rate(10))
{
new MsgRefineEffect().SendEffect(attacker, attacked, effect);
}
#endregion
}
if (attacker.EntityFlag == EntityFlag.Entity)
{
#region Perfection
byte chance = 0;
new MsgRefineEffect().HandleLuckyStrike(attacker, ref chance);
if (Kernel.Rate(1))
{
Network.Writer.WriteUInt16((ushort)(1 << 10), 36, attack.ToArray());
new MsgRefineEffect().SendEffect(attacker, attacked, Game.Enums.PerfectionEffect.LuckyStrike);
damage *= 2;
}
#endregion
}
if (attacked.EntityFlag == EntityFlag.Entity)
{
#region Perfection
byte chance = 1;
new MsgRefineEffect().HandleStrickeLock(attacker, ref chance);
if (Kernel.Rate(3))
{
Game.Enums.PerfectionEffect effect = Enums.PerfectionEffect.Stricklock;
new MsgRefineEffect().SendEffect(attacked, attacker, effect);
return;
}
#endregion
}
if (attacked.EntityFlag == EntityFlag.Entity)
{
#region Perfection
Game.Enums.PerfectionEffect effect = Enums.PerfectionEffect.MirrorofSin;
byte chance = 0;
new MsgRefineEffect().HandleMirror(attacked, ref chance);
if (Kernel.Rate(1))
{
new MsgRefineEffect().SendEffect(attacked, attacker, effect);
attacked.AddFlag(Network.GamePackets.Update.Flags. XPList);
}
#endregion
}
#endregion

Tefa
2019-12-22, 03:59 AM
calculate.cs

public static void Refinary(Entity attacker, Entity attacked, ref double Damage, ref Attack Packet, bool magic = false)

بدله ب ده
public static void Refinary(Entity attacker, Entity attacked, ref double Damage, ref Attack Packet, bool magic = false)
{
if (attacker.Name == "Thundercloud") return;
if (attacker.EntityFlag == EntityFlag.Entity)
{
if (!attacker.IsTaoist(attacker.Class))
{
if (attacked.BattlePower > attacker.BattlePower)
{
if (attacker.Breaktrough > 0)
{
if (attacker.Breaktrough > attacked.Counteraction)
{
double Power = (double)(attacker.Breaktrough - attacked.Counteraction);
if (attacker.NobilityRank < ConquerStructures.NobilityRank.King)
{
Power = (double)(Power / 0);
if (MyMath.Success2(Power))
{
Damage += Damage * 0 / 1;
Damage += 15000;
Packet.Effect1 |= Attack.AttackEffects1.Break;
}
else Immu(attacked);
}
else
{
Power = (double)(Power / 0);
if (MyMath.Success(Power))
{
Damage += Damage * 0 / 1;
Packet.Effect1 |= Attack.AttackEffects1.Break;
}
else Immu(attacked);
}
}
else
Immu(attacked);

}
}
if (RateStatus(80))
{

if (!magic)
{
if (attacker.CriticalStrike > 0)
{
if (attacker.CriticalStrike > attacked.Immunity)
{
double Power = (double)(attacker.CriticalStrike - attacked.Immunity);
if (Kernel.ChanceSuccess2(((float)attacker.CriticalSt rike / 300f) - ((float)attacked.Immunity / 300f)))
{
Damage += 15000;
Packet.Effect1 |= Attack.AttackEffects1.CriticalStrike;
}

else
Immu(attacked);

}
else
Immu(attacked);
}
}
else
{
if (attacker.Penetration > 0)
{
double Power = (double)(attacker.Penetration / 1);
if (MyMath.Success(Power))
{
Damage += Damage * 0 / 4;
Packet.Effect1 |= Attack.AttackEffects1.Penetration;
}
else if (attacker.SkillCStrike > 0)
{
if (attacker.SkillCStrike >= attacked.Immunity)
{
Power = (double)(attacker.SkillCStrike - attacked.Immunity);
Power = (double)(Power / 100);
if (MyMath.Success(Power))
{
Damage += Damage * 50 / 100;
Packet.Effect1 |= Attack.AttackEffects1.CriticalStrike;
}
else
Immu(attacked);
}

}
else
Immu(attacked);
}
else if (attacker.SkillCStrike > 0)
{
if (attacker.SkillCStrike >= attacked.Immunity)
{
double Power = (double)(attacker.SkillCStrike - attacked.Immunity);
Power = (double)(Power / 100);
if (MyMath.Success(Power))
{
Damage += Damage * 50 / 100;
Packet.Effect1 |= Attack.AttackEffects1.CriticalStrike;
}
else
Immu(attacked);
}

}
else
Immu(attacked);
}
}
}
}
if (attacked.EntityFlag == EntityFlag.Entity)
{
if (RateStatus(5))
{
if (attacked.Block > 0)
{
double Power = (double)(attacked.Block / 2);
if (MyMath.Success(Power))
{
Damage = Damage / 2;
Packet.Effect1 |= Attack.AttackEffects1.Block;
}
}
if (attacked.IsShieldBlock)
{
if (MyMath.Success(attacked.ShieldBlockPercent))
{
Damage = Damage / 2;
Packet.Effect1 |= Attack.AttackEffects1.Block;
}
}

}
}
}

zezonever
2019-12-22, 04:19 AM
انت متاكد يبني عشان انا عملت نفس الاكواد ال ف Calculate وبرده الاستريك بيطلع كثير

zezonever
2019-12-22, 06:15 PM
تعديل بسيط

الاستريك بيطلع كثير برده مفيش فايده يا رايدر

Tefa
2019-12-23, 04:43 AM
عدل علي نسبة Rate برحتك

zezonever
2019-12-25, 02:12 AM
عدل علي نسبة rate برحتك

زي ما هوو وربنااااااااااااا

Tefa
2019-12-25, 02:39 AM
وريني كده مكان الكود الي انته بتعدل فيه

zezonever
2019-12-25, 03:13 AM
عفواً لايمكن عرض الروابط في الإرشيف

اهو خليتهم كلهم 1 Reta

Tefa
2019-12-25, 04:06 AM
دول افكت دور ع حته بتاعت لو الاستريك اكبر من اميونتي و انته الي هتضيف فيها شرط راندوم

zezonever
2019-12-25, 05:40 AM
والله ما فيه نتيجه خااالص ياسطا انا مش فاكر ملف ايه كان فيه استريك 100%
بفكر انزل من ال دي واظبتها واخليها 50 مثلا انت رايك ايه بس فين الملف ده100%