منتدي اكواد

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-   -   طلب بخصوص اظهار افكت ال Break (https://code.vpscairo.com/showthread.php?t=2082)

ابو مروان 2019-09-04 01:32 PM

طلب بخصوص اظهار افكت ال Break
 
لو سمحتو يا جماعه انا عايز اظهر ال Break فى اللعبه
دا الفويد الى عندى ممكن حد يعدلى عليه لو سمحتو ويضيفلى فيه البريك
كود PHP:

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.CriticalStrike / 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;
                        }
                    }

                }
            }
        } 


Tefa 2019-09-04 08:01 PM

رد: طلب بخصوص اظهار افكت ال Break
 
جرب كده
كود PHP:

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.Block;
                                        
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.Block;
                                        
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.CriticalStrike / 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; 
                        } 
                    } 

                } 
            } 
        } 


ابو مروان 2019-09-04 10:41 PM

رد: طلب بخصوص اظهار افكت ال Break
 
اقتباس:

المشاركة الأصلية كتبت بواسطة Rider (المشاركة 14939)
جرب كده
كود PHP:

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.Block;
                                        
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.Block;
                                        
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.CriticalStrike / 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; 
                        } 
                    } 

                } 
            } 
        } 



لا مشتغلش

Tefa 2019-09-05 04:31 AM

رد: طلب بخصوص اظهار افكت ال Break
 
جرب
كود PHP:

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; 
 
_String str = new _String(true);
                                        
str.UID = attacker.UID;
                                        
str.TextsCount = 1;
                                        
str.Type = _String.Effect;
                                        
str.Texts.Add("eidolon");
                                        
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.CriticalStrike / 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; 
                        } 
                    } 

                } 
            } 
        } 


ابو مروان 2019-09-06 01:09 AM

رد: طلب بخصوص اظهار افكت ال Break
 
اقتباس:

المشاركة الأصلية كتبت بواسطة Rider (المشاركة 14978)
جرب
كود PHP:

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; 
 
_String str = new _String(true);
                                        
str.UID = attacker.UID;
                                        
str.TextsCount = 1;
                                        
str.Type = _String.Effect;
                                        
str.Texts.Add("eidolon");
                                        
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.CriticalStrike / 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; 
                        } 
                    } 

                } 
            } 
        } 



للاسف لا برده :o

Tefa 2019-09-06 01:46 AM

رد: طلب بخصوص اظهار افكت ال Break
 
متاكد ان مظهرش عليك اي افكت مختلف خالص

ابو مروان 2019-09-06 04:17 PM

رد: طلب بخصوص اظهار افكت ال Break
 
اقتباس:

المشاركة الأصلية كتبت بواسطة Rider (المشاركة 15095)
متاكد ان مظهرش عليك اي افكت مختلف خالص

متأكد

Tefa 2019-09-06 04:31 PM

رد: طلب بخصوص اظهار افكت ال Break
 
هنا مفروض ان الافكت موجود ف انته راجع ع كلنت اذا كنت خافي الافكت ولا لا او جرب تغير فولدر c3/effects و تجرب

ده احتمال و الاحتمال التاني ان بريك مبيطلعش اصلا


الساعة الآن 09:27 AM

مرحبا بكم في منتدي اكواد لتطوير الالعاب