المشاركة الأصلية كتبت بواسطة اسم العضو
(المشاركة 4360)
هنعمل سيرش علي handle.cs خد بالك في ملفين بنفس الاسم
افتح واحد منهم لو لقيت فيه namespace asmelsourcebta3k.game.attacking
يبقي هوه ده اعمل سيرش علي if (attack.spellid == 13060)
#region rectangle
امسح الاسكله كلها و ضيف دي مكنها
كود بلغة HTML:
#region rectangle
if (attack.spellid == 13060)
{
var spell = database.spelltable.getspell(13060, attacker.owner);
spelluse suse = new spelluse(true);
suse.attacker = attacker.uid;
suse.spellid = attack.spellid;
suse.x = attacker.x;
suse.y = attacker.y;
var angle = kernel.getangle(attacker.x, attacker.y, attacked.x, attacked.y);
map.updatecoordonatesforangle(ref x, ref y, angle);
fan sector = new fan(attacker.x, attacker.y, x, y, spell.range, spell.sector);
uint damage2 = game.attacking.calculate.melee(attacker, attacked, ref attack);
attack.damage = 0;
if (canattack(attacker, attacked, spell, attack.attacktype == attack.melee))
{
receiveattack(attacker, attacked, attack, ref damage2, spell);
suse.addtarget(attacked, damage2, attack);
foreach (interfaces.imapobject _obj in attacker.owner.screen.objects)
{
if (_obj.mapobjtype == mapobjecttype.entity || _obj.mapobjtype == mapobjecttype.monster)
{
if (_obj == null)
continue;
attacked = _obj as entity;
if (attacked == null) continue;
if (sector.isinfan(attacked.x, attacked.y))
{
if (kernel.getdistance(attacked.x, attacked.y, attacker.x, attacker.y) > 7) continue;
attack.effect1 = attack.attackeffects1.none;
uint damage = game.attacking.calculate.melee(attacker, attacked, ref attack);
damage = (uint)(damage * 0.2);
attack.damage = 0;
receiveattack(attacker, attacked, attack, ref damage, spell);
suse.addtarget(attacked, damage, attack);
}
}
}
}
attacker.owner.sendscreen(suse, true);
return;
}
#endregion
بس كده دعوه حلوه بس منك <3
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