رد: تعديل فـ اسكلاية TwilightDance Ninja
laytrap.cs
جرب سيرش علي
كود PHP:
case (ushort)Role.Flags.SpellID.TwilightDance:
و بدله ب ده
كود PHP:
case (ushort)Role.Flags.SpellID.TwilightDance:
{
Attack.UID = user.Player.UID;
Attack.OpponentUID = user.Player.UID;
Attack.Damage = 0;
Attack.AtkType = 0;
user.Send(stream.InteractionCreate(&Attack));
MsgSpellAnimation MsgSpell = new MsgSpellAnimation(user.Player.UID
, user.Player.UID, Attack.X, Attack.Y, ClientSpell.ID
, ClientSpell.Level, ClientSpell.UseSpellSoul);
Algoritms.LayTrapThree Line = new Algoritms.LayTrapThree(user.Player.X, Attack.X, user.Player.Y, Attack.Y, 15);
int Stamp = 300;
byte Color = 2;
List<MsgFloorItem.MsgItem> Items = new List<MsgFloorItem.MsgItem>();
foreach (var coords in Line.LCoords)
{
if (!user.Player.FloorSpells.ContainsKey(ClientSpell.ID))
user.Player.FloorSpells.TryAdd(ClientSpell.ID, new Role.FloorSpell.ClientFloorSpells(user.Player.UID, Attack.X, Attack.Y, ClientSpell.SoulLevel, DBSpell, user.Map));
var FloorItem = new Role.FloorSpell(Game.MsgFloorItem.MsgItemPacket.TwilightDance, (ushort)coords.X, (ushort)coords.Y, Color, DBSpell, Stamp);
user.Player.FloorSpells[ClientSpell.ID].AddItem(FloorItem);
Color++;
Stamp += 400;
user.Player.View.SendView(stream.ItemPacketCreate(FloorItem.FloorPacket), true);
}
Updates.UpdateSpell.CheckUpdate(stream, user, Attack, 10000, DBSpells);
MsgSpell.SetStream(stream);
MsgSpell.Send(user);
break;
}
msgitempacket.cs
اتاكد ان الاسكله واخده رقم 40
, ده كيس ف اكشن هندلر
كود PHP:
case 12070:
{
//uint Damage = PhysicalAttack(monster.Target.Owner, monster);
using (var rec = new ServerSockets.RecycledPacket())
{
var stream = rec.GetStream();
MsgServer.MsgSpellAnimation SpellPacket = new MsgServer.MsgSpellAnimation(monster.UID
, 0, monster.Target.X, monster.Target.Y, (ushort)Spells[rand], 0, 0);
foreach (var targent in monster.View.Roles(client.Owner.Map, Role.MapObjectType.Player))
{
if (!targent.Alive)
continue;
var player = targent as Role.Player;
if (Role.Core.GetDistance(monster.Target.X, monster.Target.Y, player.X, player.Y) <= 18)
{
uint Damage = PhysicalAttack(player.Owner, monster);
SpellPacket.Targets.Enqueue(new MsgServer.MsgSpellAnimation.SpellObj(player.UID, Damage
, MsgServer.MsgAttackPacket.AttackEffect.None));
CheckForOponnentDead(player, Damage, monster);
if (Rate(5) && !player.ContainFlag(MsgServer.MsgUpdate.Flags.Dizzy))
player.AddFlag(MsgServer.MsgUpdate.Flags.Frightened, 3, true);
}
}
SpellPacket.SetStream(stream);
SpellPacket.Send(monster);
}
break; ;
}
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