المساعد الشخصي الرقمي

مشاهدة النسخة كاملة : اضافة المونك كامل


محمد ياسر
2020-02-15, 06:32 PM
السلام عليكم ورحمة الله وبركاته
اليوم جايبلكم اضافه المونك كامل ان شاء الله
الاضافه قديمه بس بالنسبة لناس الي عايزها تطور سورسات 5095
نبداء علي بركة الله
افتح كلاس
Entity.cs
ابحث عن
public bool EpicTaoist()



اقفل مـ السالب وضيف دول تحتية عشان السلاح والأسكلات كمان ضيف دول
public bool EpicMonk()
{
if (EntityFlag == Game.EntityFlag.Player)
{
var weapons = Owner.Weapons;
if (weapons.Item1 != null)
if (weapons.Item1.ID / 1000 == 622)
return true;
else if (weapons.Item2 != null)
if (weapons.Item2.ID / 1000 == 622)
return true;
}
return false;
}

public bool MonkEpic1()
{
if (EntityFlag == Game.EntityFlag.Player)
{
var weapons = Owner.Weapons;
if (weapons.Item1 != null)
if (weapons.Item1.ID / 1000 == 622) return true;
}
return false;
}
public bool MonkEpic2()
{
if (EntityFlag == Game.EntityFlag.Player)
{
var weapons = Owner.Weapons;
if (weapons.Item2 != null)
if (weapons.Item2.ID / 1000 == 622) return true;
}
return false;
}
فـ نفس الكلاس ابحث عن
#region offsets

قبل الأخيرة فية ضيف دة
_EpicMonk = 254,

يعنى فوق دى مثلا
_Names = 284;

بعد كدة افتح كلاس
PacketHandler.cs
ابحث عنـ
public static Positions GetPositionFromID(UInt32 itemid)

ريح دماغك وخد دة كامل اقفل مـ السالب وبدلو بدة
public static Positions GetPositionFromID(UInt32 itemid)
{
UInt32 iType = itemid / 1000;
if (iType == 617)
return Positions.Right;
if (iType == 148)
return Positions.Head;
if (iType == 614)
return Positions.Right;
if (iType == 615 || iType == 616)
return Positions.Right;
if (iType == 619)
return Positions.Left;
if (iType == 622)
return Positions.Right;
if (iType >= 111 && iType <= 118 || iType == 123 || iType >= 141 && iType <= 148)
return Positions.Head;
else if (iType >= 120 && iType <= 121)
return Positions.Necklace;
else if (iType >= 130 && iType <= 139)
return Positions.Armor;
else if (iType >= 150 && iType <= 152)
return Positions.Ring;
else if (iType == 160)
return Positions.Boots;
else if (iType >= 181 && iType <= 194)
return Positions.Garment;
else if (iType == 201)
return Positions.AttackTalisman;
else if (iType == 202)
return Positions.DefenceTalisman;
else if (iType == 203)
return Positions.SteedTalisman;
else if (iType == 200)
return Positions.SteedArmor;
else if (iType == 300)
return Positions.Steed;
else if (iType == 2100)
return Positions.Bottle;
else if (iType == 1050 || iType == 900 || iType == 619)
return Positions.Left;
else if ((iType >= 410 && iType <= 490) || (iType >= 500 && iType <= 580) || (iType >= 601 && iType <= 614) || (iType >= 616 && iType <= 617 || (iType >= 619 && iType <= 620)))
return Positions.Right;
else if (iType >= 350 && iType <= 370)
return Positions.RightAccessory;
else if (iType == 380)
return Positions.LeftAccessory;
else if (iType >= 204 && iType <= 205)
return Positions.Wing;

else return (Positions)0;

}
فـ نفس الكلاس ابحث عن
public static ushort ItemPosition(uint ID)

اقفل مـ السالب وبدل بدة
public static ushort ItemPosition(uint ID)
{
if ((ID >= 111003 && ID <= 118309) || (ID >= 123000 && ID <= 123309) || (ID >= 141003 && ID <= 144309 || ID >= 145000 && ID <= 145309) || (ID >= 148000 && ID <= 148309))
return ConquerItem.Head;
UInt32 iType = ID / 1000;
if (iType == 617)
return ConquerItem.RightWeapon;
if (iType == 619)
return ConquerItem.LeftWeapon;
if (iType == 622)
return ConquerItem.RightWeapon;
if (iType == 148)
return ConquerItem.Head;
if (iType == 614)
return ConquerItem.RightWeapon;
if (iType == 615 || iType == 616)
return ConquerItem.RightWeapon;
else if (ID >= 120001 && ID <= 121269)
return ConquerItem.Necklace;
else if (ID >= 130003 && ID <= 139309)
return ConquerItem.Armor;
else if (ID >= 150000 && ID <= 152279)
return ConquerItem.Ring;
else if (ID >= 160013 && ID <= 160249)
return ConquerItem.Boots;
else if (ID >= 181305 && ID <= 194300)
return ConquerItem.Garment;
else if (ID >= 201003 && ID <= 201009)
return ConquerItem.Fan;
else if (ID >= 202003 && ID <= 202009)
return ConquerItem.Tower;
else if (ID >= 203003 && ID <= 203009)
return ConquerItem.SteedCrop;
else if (ID == 300000)
return ConquerItem.Steed;
else if (ID >= 410003 && ID <= 622439)
return ConquerItem.RightWeapon;
else if ((ID >= 900000 && ID <= 900309) || (ID >= 1050000 && ID <= 1051052) || (ID >= 614000 && ID <= 614439) || (ID >= 616000 && ID <= 616439) || (ID >= 617000 && ID <= 617439) || (ID >= 619000 && ID <= 619439))
return ConquerItem.LeftWeapon;
else if (ID >= 2100005 && ID <= 2100125)
return ConquerItem.Bottle;
else if (ID >= 350001 && ID <= 380015)
return ConquerItem.LeftWeaponAccessory;
else if (ID >= 350001 && ID <= 380015)
return ConquerItem.RightWeaponAccessory;
else if (ID >= 200000 && ID <= 200539)
return ConquerItem.SteedArmor;
if ((ID >= 204005 && ID <= 204009) || ID >= 205009 && ID <= 205129)
return ConquerItem.Wing;
return 0;

}
اخر حاجة بقى الايتم
افتح ملف التيكست الى اسمو ايتم فـ السورس عندك وضيف دول

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622405@@SixRohancolumn@@60@@0@@137@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@3278@@2537@@0@@64@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622406@@SixRohancolumn@@60@@0@@137@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@3342@@2581@@0@@65@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622407@@SixRohancolumn@@60@@0@@137@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@3408@@2624@@0@@67@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622408@@SixRohancolumn@@60@@0@@137@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@3603@@2753@@0@@72@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622409@@SixRohancolumn@@60@@0@@137@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@3797@@2882@@0@@78@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622413@@SixRohancolumn@@60@@0@@138@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@3322@@2561@@0@@64@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622414@@SixRohancolumn@@60@@0@@138@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@3363@@2585@@0@@64@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622415@@SixRohancolumn@@60@@0@@138@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@3388@@2603@@0@@64@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622416@@SixRohancolumn@@60@@0@@138@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@3452@@2647@@0@@65@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622417@@SixRohancolumn@@60@@0@@138@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@3518@@2690@@0@@67@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622418@@SixRohancolumn@@60@@0@@138@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@3713@@2819@@0@@72@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622419@@SixRohancolumn@@60@@0@@138@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@3907@@2948@@0@@78@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622423@@SixRohancolumn@@60@@0@@139@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@3432@@2627@@0@@64@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622424@@SixRohancolumn@@60@@0@@139@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@3473@@2651@@0@@64@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622425@@SixRohancolumn@@60@@0@@139@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@3498@@2669@@0@@64@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622426@@SixRohancolumn@@60@@0@@139@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@3562@@2713@@0@@65@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622427@@SixRohancolumn@@60@@0@@139@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@3628@@2756@@0@@67@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622428@@SixRohancolumn@@60@@0@@139@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@3823@@2885@@0@@72@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622429@@SixRohancolumn@@60@@0@@139@@0@@0@@36@@0@@0 @@0@@0@@200000@@0@@4017@@3014@@0@@78@@0@@0@@0@@709 9@@7099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@ @0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0 @@EpicWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0 @@0@@0@@
622433@@Kingcolumn@@60@@0@@140@@0@@0@@36@@0@@0@@0@ @0@@200000@@0@@3542@@2693@@0@@64@@0@@0@@0@@7099@@7 099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@@0@@ 0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@Ep icWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0@@0@ @0@@
622434@@Kingcolumn@@60@@0@@140@@0@@0@@36@@0@@0@@0@ @0@@200000@@0@@3583@@2717@@0@@64@@0@@0@@0@@7099@@7 099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@@0@@ 0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@Ep icWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0@@0@ @0@@
622435@@Kingcolumn@@60@@0@@140@@0@@0@@36@@0@@0@@0@ @0@@200000@@0@@3608@@2735@@0@@64@@0@@0@@0@@7099@@7 099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@@0@@ 0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@Ep icWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0@@0@ @0@@
622436@@Kingcolumn@@60@@0@@140@@0@@0@@36@@0@@0@@0@ @0@@200000@@0@@3672@@2779@@0@@65@@0@@0@@0@@7099@@7 099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@@0@@ 0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@Ep icWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0@@0@ @0@@
622437@@Kingcolumn@@60@@0@@140@@0@@0@@36@@0@@0@@0@ @0@@200000@@0@@3738@@2822@@0@@67@@0@@0@@0@@7099@@7 099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@@0@@ 0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@Ep icWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0@@0@ @0@@
622438@@Kingcolumn@@60@@0@@140@@0@@0@@36@@0@@0@@0@ @0@@200000@@0@@3933@@2951@@0@@72@@0@@0@@0@@7099@@7 099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@@0@@ 0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@Ep icWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0@@0@ @0@@
622439@@Kingcolumn@@60@@0@@140@@0@@0@@36@@0@@0@@0@ @0@@200000@@0@@4127@@3080@@0@@78@@0@@0@@0@@7099@@7 099@@0@@0@@0@@0@@0@@0@@0@@0@@0@@01@@500@@0@@0@@0@@ 0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@0@@Ep icWeapon@@None@@5@@0@@0@@0@@1320@@500@@0@@0@@0@@0@ @0@@


كدة والحمد لله انتهينا من اضافة السلاح فقط , فـ السورس

نيجى بقى للاسكلات واعتقد لحد ناو محدش منزل حاجة عدلة والناس عمالة تشتكى يلا هيصو ونفسى اشوف رد بيقول مش شغالة

اسكلة InfernalEcho

افتح كلاس
Handle.cs
عشان متتعبوش نفسكو فـ الأضافة ابحث عنـ
#region Blade Furry

ضيف الاسكلة فوقيها
#region Infernal
case 12550:
{
if (CanUseSpell(spell, attacker.Owner))
{
PrepareSpell(spell, attacker.Owner);
SpellUse suse = new SpellUse(true);
suse.Attacker = attacker.UID;
suse.Attacker1 = attacker.UID;
suse.SpellID = spell.ID;
suse.SpellLevel = spell.Level;

InfernalAction(attacker, suse, spell, X, Y);

attacker.Owner.SendScreen(suse, true);
// attacker.AttackPacket = null;

}
break;
}
#endregion

فى نفس الكلاس ابحث عن
void HandleAura

private void InfernalAction(Entity attacker, SpellUse suse, SpellInformation spell, ushort X, ushort Y)
{
var map = attacker.Owner.Map;
Point p1 = new Point() { X = attacker.X , Y = attacker.Y+5 };
Point p2 = new Point() { X = attacker.X-5, Y = attacker.Y };
Point p3 = new Point() { X = attacker.X-4, Y = attacker.Y +1};
Point p4 = new Point() { X = attacker.X + 5, Y = attacker.Y-4 };
///////////////////////
FloorItem floorItem = new FloorItem(true);

floorItem.ItemID = FloorItem.Infernal;

floorItem.MapID = attacker.MapID;
floorItem.Type = FloorItem.Effect;
floorItem.X = (ushort)(p1.X);
floorItem.Y = (ushort)(p1.Y);
floorItem.OnFloor = Time32.Now;
floorItem.Owner = attacker.Owner;
//while (map.Npcs.ContainsKey(floorItem.UID))
// floorItem.UID = Network.GamePackets.FloorItem.FloorUID.Next;
//map.AddFloorItem(floorItem);
///////////////////////////////////////////////
//attacker.Owner.SendScreenSpawn(floorItem, true);
FloorItem floorItem2 = new FloorItem(true);

floorItem2.ItemID = FloorItem.Infernal;
floorItem2.MapID = attacker.MapID;
floorItem2.Type = FloorItem.Effect;
floorItem2.X = (ushort)(p2.X);
floorItem2.Y = (ushort)(p2.Y);
floorItem2.OnFloor = Time32.Now;
floorItem2.Owner = attacker.Owner;
//while (map.Npcs.ContainsKey(floorItem2.UID))
// floorItem2.UID = Network.GamePackets.FloorItem.FloorUID.Next;
//map.AddFloorItem(floorItem2);
// attacker.Owner.SendScreenSpawn(floorItem2, true);
///////////////////////////////////////////////
FloorItem floorItem3 = new FloorItem(true);

floorItem3.ItemID = FloorItem.Infernal;
floorItem3.MapID = attacker.MapID;
floorItem3.Type = FloorItem.Effect;
floorItem3.X = (ushort)(p3.X);
floorItem3.Y = (ushort)(p3.Y);
floorItem3.OnFloor = Time32.Now;
floorItem3.Owner = attacker.Owner;
//while (map.Npcs.ContainsKey(floorItem3.UID))
// floorItem3.UID = Network.GamePackets.FloorItem.FloorUID.Next;
//map.AddFloorItem(floorItem3);
// attacker.Owner.SendScreenSpawn(floorItem3, true);
////////////////////////////////////////////
FloorItem floorItem4 = new FloorItem(true);

floorItem4.ItemID = FloorItem.Infernal;
floorItem4.MapID = attacker.MapID;
floorItem4.Type = FloorItem.Effect;
floorItem4.X = (ushort)(p4.X);
floorItem4.Y = (ushort)(p4.Y);
floorItem4.OnFloor = Time32.Now;
floorItem4.Owner = attacker.Owner;
//while (map.Npcs.ContainsKey(floorItem4.UID))
// floorItem4.UID = Network.GamePackets.FloorItem.FloorUID.Next;
//map.AddFloorItem(floorItem4);
// attacker.Owner.SendScreenSpawn(floorItem4, true);
/////////////////////////////////
attacker.Owner.SendScreenSpawn(floorItem, true);
attacker.Owner.SendScreenSpawn(floorItem2, true);
attacker.Owner.SendScreenSpawn(floorItem3, true);
attacker.Owner.SendScreenSpawn(floorItem4, true);
}
افتح كلاس
Screen.cs
ابحث عن
else if (obj.MapObjType == MapObjectType.Item)

تحت دة
if (item == null) continue;

ضيف دة
if (item.ItemID == FloorItem.Infernal)
{
if (item.Owner == client)
{
if (item.OnFloor.AddSeconds(4).Next(time: time))
{
item.UseTime = Time32.Now;
var spell = Database.SpellTable.GetSpell(12550, client);

var attack = new Attack(true);
attack.Attacker = item.Owner.Entity.UID;
attack.AttackType = Attack.Melee;

foreach (var obj1 in client.Screen.Objects)
{
if (Kernel.GetDistance(obj1.X, obj1.Y, obj.X, obj.Y) <= 10)
{
if (obj1.MapObjType == MapObjectType.Player && client.Entity.PKMode != Enums.PKMode.Capture)
{
var attacked = obj1 as Entity;
if (Attacking.Handle.CanAttack(client.Entity, attacked, spell, false))
{
uint damage = Game.Attacking.Calculate.Melee(client.Entity, attacked, spell, ref attack);
damage = (damage * 20000);
attack.Damage = damage;
attack.Attacked = attacked.UID;
attack.X = attacked.X;
attack.Y = attacked.Y;
attacked.Update(_String.Effect, "twz_xldy_gj", true);

Attacking.Handle.ReceiveAttack(client.Entity, attacked, attack, ref damage, spell);
}
}
if (obj1.MapObjType == MapObjectType.Monster)
{
var attacked = obj1 as Entity;
if (Attacking.Handle.CanAttack(client.Entity, attacked, spell, false))
{
uint damage = Game.Attacking.Calculate.Melee(client.Entity, attacked, spell, ref attack);
damage = (damage * 200) / 100;
attack.Damage = damage;
attack.Attacked = attacked.UID;
attack.X = attacked.X;
attack.Y = attacked.Y;
attacked.Update(_String.Effect, "twz_xldy_gj", true);
Attacking.Handle.ReceiveAttack(client.Entity, attacked, attack, ref damage, spell);
}
}
}
}
}
}
}

افتح كلاس
FloorItem.cs
ابحث عن
Twilight =

حط ده تحتها
Infernal = 1001393,

كدة وبحمد الله انتهينا من اسكلة الأيكو
افتح كلاس
Handle.cs

ابحث عن
case 10425:

بدلها كلها بدى
// Tranqulity By Mr.Lover
case 10425: // Mr.lover
{
if (CanUseSpell(spell, attacker.Owner))
{
if (!attacker.EpicMonk())
{


PrepareSpell(spell, attacker.Owner);

if (attacked == null) return;

SpellUse suse = new SpellUse(true);
suse.Attacker = attacker.UID; // Mr.Lover __!__ For Other :D
suse.SpellID = SpellID;
suse.SpellLevel = attacker.Owner.Spells[SpellID].Level;
suse.X = X;
suse.Y = Y;


suse.AddTarget(attacked, 0, attack);

attacked.ToxicFogLeft = 0;
attacked.RemoveFlag2(Update.Flags2.SoulShackle);

Network.GamePackets.Update upgrade = new Network.GamePackets.Update(true);
upgrade.UID = attacked.UID;
upgrade.Append(Network.GamePackets.Update.SoulShac kle
, 111// Mr.Lover __!__ For Other :D
, 0, 0, spell.Level);
if (attacked.EntityFlag == EntityFlag.Player)
attacked.Owner.Send(upgrade.ToArray());

attacked.RemoveFlag2(Update.Flags2.Congelado);
attacked.RemoveFlag2(Update.Flags2.EffectBall);
// attacked.lianhuaranLeft1 = 0;


attacked.NoDrugsTime = 0;// Mr.Lover __!__ For Other :D
if (attacked.EntityFlag == EntityFlag.Player)
attacked.Owner.SendScreen(suse, true);
else
attacker.Owner.SendScreen(suse, true);// Mr.Lover __!__ For Other :D
}
else
{
goto case 12560;
}

}
break;
}

// [ Grace~Of~Heaven ]
case 12560: // Mr.Lover
if (CanUseSpell(spell, attacker.Owner))
{
if (attacker.EpicMonk())
{


// PrepareSpell(spell, attacker.Owner);

if (attacked == null) return;

SpellUse suse = new SpellUse(true);// Mr.Lover __!__ For Other :D
suse.Attacker = attacker.UID;
suse.SpellID = SpellID;
suse.SpellLevel = attacker.Owner.Spells[SpellID].Level;
suse.X = X;
suse.Y = Y;
suse.AddTarget(attacked, 0, attack);// Mr.Lover __!__ For Other :D
if (attacker.Owner.Team != null)
{
foreach (Client.GameState teammate in attacker.Owner.Team.Teammates)
{
if (teammate.Entity.UID != attacker.UID)
{

suse.AddTarget(teammate.Entity, spell.Power, null);
teammate.Entity.ToxicFogLeft = 0;
teammate.Entity.RemoveFlag2(Update.Flags2.SoulShac kle);

Network.GamePackets.Update upgrade = new Network.GamePackets.Update(true);
upgrade.UID = teammate.Entity.UID;
upgrade.Append(Network.GamePackets.Update.SoulShac kle
, 111
, 0, 0, spell.Level);
if (teammate.Entity.EntityFlag == EntityFlag.Player)
teammate.Entity.Owner.Send(upgrade.ToArray());

teammate.Entity.RemoveFlag2(Update.Flags2.Congelad o);
teammate.Entity.RemoveFlag2(Update.Flags2.EffectBa ll);
// teammate.Entity.lianhuaranLeft = 0;


teammate.Entity.NoDrugsTime = 0;



if (teammate.Entity.EntityFlag == EntityFlag.Player)
teammate.Entity.Owner.SendScreen(suse, true);
else
teammate.Entity.Owner.SendScreen(suse, true);


}
}
}
}

}
break;

فـ نفس الكلاس ابحث عنـ
#region EarthSweep

اقفل مـ السالب وضيف دى تحتيها
#region WrathOfEmperor
if (attacker.EpicMonk())
{
if (attacker.Owner.Spells.ContainsKey(12570))
{

Database.SpellInformation Spell = Database.SpellTable.SpellInformations[attack.SpellID][0];
ushort SpellIDx = attack.SpellID = Spell.ID;
//byte lvl = attacker.Owner.Spells[12570].Level;
//byte lvl = 0;
SpellUse suse = new SpellUse(true);
suse.Attacker = attacker.UID;
suse.SpellID = 12570;
suse.SpellLevel = 9;
suse.X = attacker.X;
suse.Y = attacker.Y;
foreach (Interfaces.IMapObject _obj in attacker.Owner.Screen.Objects)
{
if (_obj == null) continue;
if (_obj.MapObjType == MapObjectType.Monster || _obj.MapObjType == MapObjectType.Player)
{
if (CanAttack(attacker, attacked, Spell, attack.AttackType == Attack.Melee))
{

var spell = Database.SpellTable.GetSpell(12570, attacker.Owner);
if (spell != null)
{

SpellUse ssuse = new SpellUse(true);
ssuse.Attacker = attacker.UID;
ssuse.SpellID = 12570;
ssuse.SpellLevel = 9;
attack.Effect1 = Attack.AttackEffects1.None;
uint damage = Game.Attacking.Calculate.Melee(attacker, attacked, Spell, ref attack, 0);
suse.Effect1 = attack.Effect1;
damage = Game.Attacking.Calculate.Melee(attacker, attacked, ref attack) / 7;
//ssuse.AddTarget(attacked, new SpellUse.DamageClass().Damage = damage, attack);
ReceiveAttack(attacker, attacked, attack, ref damage, spell);
suse.AddTarget(attacked, damage, attack);
attacked.Update(_String.Effect, "twz_twj_fwsh", true);
attacker.Owner.IncreaseSpellExperience(10, 12570);
attacker.Owner.SendScreen(ssuse, true);



}

}
}
}
foreach (Interfaces.IMapObject _obj in attacker.Owner.Screen.Objects)
{
if (_obj == null) continue;
if (_obj.MapObjType == MapObjectType.SobNpc)
{
if (CanAttack(attacker, attackedsob, Spell))
{
SpellUse ssuse = new SpellUse(true);
ssuse.Attacker = attacker.UID;
ssuse.SpellID = 12570;
ssuse.SpellLevel = 9;
attack.Effect1 = Attack.AttackEffects1.None;
uint damage = Calculate.Melee(attacker, attackedsob, ref attack);
suse.Effect1 = attack.Effect1;
suse.AddTarget(attackedsob, damage, attack);
attacked.Update(_String.Effect, "twz_twj_fwsh", true);
ReceiveAttack(attacker, attackedsob, attack, damage, Spell);


// attacked.Owner.SendScreen(str, true);
attacker.Owner.IncreaseSpellExperience(10, 12570);
}
}
}
attacker.Owner.SendScreen(suse, true);
attacker.SpellStamp = Time32.Now;
attack = null;
return;
}
}
#endregion

افتح كلاس
SpellUse.cs
ابحث عن
public byte LevelHu

اقفل مـ السالب وضيف دى تحتيها
public ushort SpellEffect
{
get { return BitConverter.ToUInt16(Buffer, 20); }
set { Writer.WriteUInt16(value, 20, Buffer); }
}
فـ نفس الكلاس ابحث عن
Writer.WriteUInt32((uint)(Targets.Count/* << 8*/), 19, buffer);

بدل الكود الى تحتية على طول بدة
Writer.WriteUInt32((uint)(SpellEffect), 20, buffer);
هتلاقية مرتين بدل الاتنين
او لو عاوز تريح دماغك ابحث عنـ
public byte[] ToArray()

اقفل مـ السالب وبدل بدة
public byte[] ToArray()
{
if (Targets.Count <= TargetLimit)
{
byte[] buffer = new byte[64 + Targets.Count * 32];
Writer.WriteUInt16((ushort)(buffer.Length - 8), 0, buffer);
Writer.WriteUInt16(1105, 2, buffer);
Writer.WriteUInt32(Attacker, 4, buffer);
Writer.WriteUInt16(X, 8, buffer);
Writer.WriteUInt16(Y, 10, buffer);

Writer.WriteUInt16(SpellID, 12, buffer);
Writer.WriteUInt16(SpellLevel, 14, buffer);

if (Kernel.GamePool.ContainsKey(Attacker))
if (Kernel.GamePool[Attacker].Spells != null)
if (Kernel.GamePool[Attacker].Spells[SpellID] != null)
LevelHu = Kernel.GamePool[Attacker].Spells[SpellID].LevelHu2;
Writer.WriteByte(LevelHu, 18, buffer);


Writer.WriteUInt32((uint)(Targets.Count/* << 8*/), 19, buffer);
Writer.WriteUInt32((uint)(SpellEffect), 20, buffer);
ushort offset = 24;
foreach (KeyValuePair<uint, DamageClass> target in Targets)
{
Writer.WriteUInt32(target.Key, offset, buffer); offset += 4;
Writer.WriteUInt32(target.Value.Damage, offset, buffer); offset += 4;
Writer.WriteBoolean(target.Value.Hit, offset, buffer); offset += 4;
Writer.WriteByte((Byte)target.Value.Eff1, offset, buffer); offset += 1;
Writer.WriteByte((Byte)target.Value.Eff2, offset, buffer); offset += 1;
offset += 6;
Writer.WriteUInt32(target.Value.newX, offset, buffer); offset += 4;
Writer.WriteUInt32(target.Value.newY, offset, buffer); offset += 8;
}
return buffer;
}
else
{
using (MemoryStream stream = new MemoryStream())
using (BinaryWriter writer = new BinaryWriter(stream))
{
var array = Targets.ToArray();
for (int i = 0; i < array.Length; i += TargetLimit)
{
int targets = array.Length - i;
if (targets > TargetLimit) targets = TargetLimit;

byte[] buffer = new byte[61 + targets * 32];
Writer.WriteUInt16((ushort)(buffer.Length - 8), 0, buffer);
Writer.WriteUInt16(1105, 2, buffer);
Writer.WriteUInt32(Attacker, 4, buffer);
Writer.WriteUInt16(X, 8, buffer);
Writer.WriteUInt16(Y, 10, buffer);
Writer.WriteUInt16(SpellID, 12, buffer);
Writer.WriteUInt16(SpellLevel, 14, buffer);

if (Kernel.GamePool.ContainsKey(Attacker))
if (Kernel.GamePool[Attacker].Spells != null)
if (Kernel.GamePool[Attacker].Spells[SpellID] != null)
LevelHu = Kernel.GamePool[Attacker].Spells[SpellID].LevelHu2;
Writer.WriteByte(LevelHu, 18, buffer);



Writer.WriteUInt32((uint)(targets/* << 8*/), 19, buffer);
Writer.WriteUInt32((uint)(SpellEffect), 20, buffer);
ushort offset = 24;
for (int j = 0; j < targets; j++)
{
KeyValuePair<uint, DamageClass> target = array[i + j];
Writer.WriteUInt32(target.Key, offset, buffer); offset += 4;
Writer.WriteUInt32(target.Value.Damage, offset, buffer); offset += 4;
Writer.WriteBoolean(target.Value.Hit, offset, buffer); offset += 4;
Writer.WriteByte((Byte)target.Value.Eff1, offset, buffer); offset += 1;
Writer.WriteByte((Byte)target.Value.Eff2, offset, buffer); offset += 1;
offset += 6;
Writer.WriteUInt32(target.Value.newX, offset, buffer); offset += 4;
Writer.WriteUInt32(target.Value.newY, offset, buffer); offset += 8;
}
Writer.WriteString("TQServer", buffer.Length - 8, buffer);
writer.Write(buffer, 0, buffer.Length);
}
return stream.ToArray();
}
}
}


النافى كات


حمل الملف من هنا
تحميل ملف النفي كات (عفواً لايمكن عرض الروابط في الإرشيف)

كده انتهت

شوية صور
عفواً لايمكن عرض الروابط في الإرشيف

عفواً لايمكن عرض الروابط في الإرشيف

عفواً لايمكن عرض الروابط في الإرشيف

عفواً لايمكن عرض الروابط في الإرشيف

ابو حمزه9
2020-02-15, 08:21 PM
تسلم أيدك :p
حبيبي يا حازومي ودة من سنة كام
:D

Hassan Emprator
2020-02-15, 08:24 PM
بتوسع منك اوي يحازم مش ملاحظ ؟

ابو حمزه9
2020-02-15, 08:30 PM
بتوسع منك اوي يحازم مش ملاحظ ؟
يا حسنيها يا حبيب قلبي ماتشغلش بالك :p
كويس أنو جاب موضوع ذي دة ولله :D
عقبال أيبك التروجن والوتر والوارير والنينجا هههههههه
والانمية وسطلاتو على بابا غنوجيها :D

uncelsam
2020-02-15, 09:32 PM
الله ينور كده نزلت شخصيتين كاملين عبال الباقي انشاء الله

Hassan Emprator
2020-02-15, 10:24 PM
يا حسنيها يا حبيب قلبي ماتشغلش بالك :p
كويس أنو جاب موضوع ذي دة ولله :D
عقبال أيبك التروجن والوتر والوارير والنينجا هههههههه
والانمية وسطلاتو على بابا غنوجيها :D



هه يقلب حسانيها دا حتا مش عاملها بي ايدو دا جايب اضافات من عنده حرامي قدييييييييييم :harhar1::harhar1::harhar1::harhar1:

محمد ياسر
2020-02-15, 10:58 PM
هههههههههههههههه احمد ربنا ياض احسن منزلش الباقي ههههههه

Hassan Emprator
2020-02-15, 10:59 PM
هههههههههههههههه احمد ربنا ياض احسن منزلش الباقي ههههههه

ههههههههههههههههههههههه عاش ايها الحرامي اعمل الي قولتلك عليه في الخاص طيب