ابو مروان
2020-05-10, 02:45 AM
دا افكت البريك بتاع الضربه البريك عبارة عن ان الضربه لم بتكون بريك بيظهر فوق الشخصيه الى بتنضرب او الوحش الى بينضرب افكت شكل الدرع كدا
نخش فى الاضافه
ابحث عن كلاس
Calculate
بعد كدا ابحث عن فويد
public static void Refinary(Entity attacker, Entity attacked, ref double Damage, ref Attack Packet, bool magic = false)
ضيف دا مكانو
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 (attacker.Breaktrough > 0)
{
if (attacker.Breaktrough > attacked.Immunity)
{
double Power = (double)(attacker.Breaktrough - attacked.Immunity);
if (Kernel.ChanceSuccess2(((float)attacker.Breaktroug h / 300f) - ((float)attacked.Immunity / 300f)))
{
Damage += 15000;
Packet.Effect1 |= Attack.AttackEffects1.Break;
}
else
Immu(attacked);
}
else
Immu(attacked);
}
else if (attacker.SkillCBreak > 0)
{
if (attacker.SkillCBreak >= attacked.Immunity)
{
double Power = (double)(attacker.SkillCBreak - attacked.Immunity);
Power = (double)(Power / 100);
if (MyMath.Success(Power))
{
Damage += Damage * 50 / 100;
Packet.Effect1 |= Attack.AttackEffects1.Break;
}
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;
}
}
}
}
}
بعد كدا ابحث عن فويد
public static void Refinary(Entity attacker, SobNpcSpawn attacked, ref double Damage, ref Attack Packet, bool magic = false)
هتلقيه تحت الفويد الى ضفناه على طول
حط دا مكانو
public static void Refinary(Entity attacker, SobNpcSpawn attacked, ref double Damage, ref Attack Packet, bool magic = false)
{
if (attacker.EntityFlag == EntityFlag.Entity)
{
if (RateStatus(10))
{
if (!magic)
{
if (attacker.CriticalStrike > 0)
{
double Power = (double)(attacker.CriticalStrike);
Power = (double)(Power / 100);
if (MyMath.Success(Power))
{
Damage += Damage * 80 / 100;
Packet.Effect1 |= Attack.AttackEffects1.CriticalStrike;
}
}
if (attacker.Breaktrough > 0)
{
double Power = (double)(attacker.Breaktrough);
Power = (double)(Power / 100);
if (MyMath.Success(Power))
{
Damage += Damage * 80 / 100;
Packet.Effect1 |= Attack.AttackEffects1.Break;
}
}
}
else
{
if (attacker.Penetration > 0)
{
double Power = (double)(attacker.Penetration / 100);
if (MyMath.Success(Power))
{
Damage = Damage * 50 / 100;
Packet.Effect1 |= Attack.AttackEffects1.Penetration;
}
}
if (attacker.SkillCStrike > 0)
{
double Power = (double)(attacker.SkillCStrike);
Power = (double)(Power / 100);
if (MyMath.Success(Power))
{
Damage += Damage * 50 / 100;
Packet.Effect1 |= Attack.AttackEffects1.CriticalStrike;
}
}
if (attacker.SkillCBreak > 0)
{
double Power = (double)(attacker.SkillCBreak);
Power = (double)(Power / 100);
if (MyMath.Success(Power))
{
Damage += Damage * 50 / 100;
Packet.Effect1 |= Attack.AttackEffects1.Break;
}
}
}
}
}
}
لو جالك ايرور فى كلو SkillCBreak
افتح كلاس Entity
وابحث عن
public int SkillCStrike;
ضيف دا تحتو
public int SkillCBreak;
وكدا البريك هيظهر معاك فى الضربه :)
نخش فى الاضافه
ابحث عن كلاس
Calculate
بعد كدا ابحث عن فويد
public static void Refinary(Entity attacker, Entity attacked, ref double Damage, ref Attack Packet, bool magic = false)
ضيف دا مكانو
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 (attacker.Breaktrough > 0)
{
if (attacker.Breaktrough > attacked.Immunity)
{
double Power = (double)(attacker.Breaktrough - attacked.Immunity);
if (Kernel.ChanceSuccess2(((float)attacker.Breaktroug h / 300f) - ((float)attacked.Immunity / 300f)))
{
Damage += 15000;
Packet.Effect1 |= Attack.AttackEffects1.Break;
}
else
Immu(attacked);
}
else
Immu(attacked);
}
else if (attacker.SkillCBreak > 0)
{
if (attacker.SkillCBreak >= attacked.Immunity)
{
double Power = (double)(attacker.SkillCBreak - attacked.Immunity);
Power = (double)(Power / 100);
if (MyMath.Success(Power))
{
Damage += Damage * 50 / 100;
Packet.Effect1 |= Attack.AttackEffects1.Break;
}
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;
}
}
}
}
}
بعد كدا ابحث عن فويد
public static void Refinary(Entity attacker, SobNpcSpawn attacked, ref double Damage, ref Attack Packet, bool magic = false)
هتلقيه تحت الفويد الى ضفناه على طول
حط دا مكانو
public static void Refinary(Entity attacker, SobNpcSpawn attacked, ref double Damage, ref Attack Packet, bool magic = false)
{
if (attacker.EntityFlag == EntityFlag.Entity)
{
if (RateStatus(10))
{
if (!magic)
{
if (attacker.CriticalStrike > 0)
{
double Power = (double)(attacker.CriticalStrike);
Power = (double)(Power / 100);
if (MyMath.Success(Power))
{
Damage += Damage * 80 / 100;
Packet.Effect1 |= Attack.AttackEffects1.CriticalStrike;
}
}
if (attacker.Breaktrough > 0)
{
double Power = (double)(attacker.Breaktrough);
Power = (double)(Power / 100);
if (MyMath.Success(Power))
{
Damage += Damage * 80 / 100;
Packet.Effect1 |= Attack.AttackEffects1.Break;
}
}
}
else
{
if (attacker.Penetration > 0)
{
double Power = (double)(attacker.Penetration / 100);
if (MyMath.Success(Power))
{
Damage = Damage * 50 / 100;
Packet.Effect1 |= Attack.AttackEffects1.Penetration;
}
}
if (attacker.SkillCStrike > 0)
{
double Power = (double)(attacker.SkillCStrike);
Power = (double)(Power / 100);
if (MyMath.Success(Power))
{
Damage += Damage * 50 / 100;
Packet.Effect1 |= Attack.AttackEffects1.CriticalStrike;
}
}
if (attacker.SkillCBreak > 0)
{
double Power = (double)(attacker.SkillCBreak);
Power = (double)(Power / 100);
if (MyMath.Success(Power))
{
Damage += Damage * 50 / 100;
Packet.Effect1 |= Attack.AttackEffects1.Break;
}
}
}
}
}
}
لو جالك ايرور فى كلو SkillCBreak
افتح كلاس Entity
وابحث عن
public int SkillCStrike;
ضيف دا تحتو
public int SkillCBreak;
وكدا البريك هيظهر معاك فى الضربه :)