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التحكم بصعوبة او سهولة الجانج
السلام عليكم ورحمة الله وبركاته اليوم معانا ازاي تخلي الجانج صعب او سهل ذي مانت عايز افتح JiangHu.cs اعمل سيرش علي كود PHP:
كود PHP:
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رد: التحكم بصعوبة او سهولة الجانج
الله ينور علي فكره انا الي كاتبه ليك لان الناس مش اتشوفه وهو في قسم المشكلات
الله ينور عليك (: |
رد: التحكم بصعوبة او سهولة الجانج
الله ينور
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رد: التحكم بصعوبة او سهولة الجانج
اقتباس:
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رد: التحكم بصعوبة او سهولة الجانج
طيب الكود مش موجود عندي بتاع الجيانغ الاول دا مش لاقيه ؟
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رد: التحكم بصعوبة او سهولة الجانج
اقتباس:
كود PHP:
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رد: التحكم بصعوبة او سهولة الجانج
اقتباس:
عا العموم انا لاقيته بس الكلاس كامل اهو ياريت تخليهولي يجي ابك بس صعب انه يجي ابك ويكون تجربه من حضرتك انه ببيطلع عشان محدش عندي يقول مش بيطلع وكدا كود PHP:
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رد: التحكم بصعوبة او سهولة الجانج
public void CreateRollValue(
ونا لقيت دى اعمل اية فيها علشان يبقا صعب |
رد: التحكم بصعوبة او سهولة الجانج
اقتباس:
ابعت الكلاس كله |
رد: التحكم بصعوبة او سهولة الجانج
اقتباس:
using System.Collections.Generic; using System.Linq; using System.Text; using PlayConquer.Client; using System.IO; namespace PlayConquer.Game { public interface IJiangHu { string OwnName { get; set; } string CustomizedName { get; set; } uint UID { get; set; } byte Talent { get; set; } byte Stage { get; set; } byte Star { get; set; } DateTime StartCountDwon { get; set; } DateTime CountDownEnd { get; set; } uint Time { get; } uint FreeTimeTodey { get; set; } uint FreeTimeTodeyUsed { get; set; } uint Inner_Strength { get; set; } uint FreeCourse { get; set; } JiangHu.JiangStages[] Stagers { get; set; } byte Rank { get; set; } byte Level { get; set; } ushort RoundBuyPoints { get; set; } bool OnJiangMode { get; set; } } public class JiangHu : IJiangHu { public enum AttackFlag { None = 0, NotHitFriends = 1, NotHitClanMembers = 2, NotHitGuildMembers = 4, NotHitAlliedGuild = 8, NoHitAlliesClan = 16 } public static System.Collections.Concurrent.ConcurrentDictionary <uint, IJiangHu> JiangHuClients = new System.Collections.Concurrent.ConcurrentDictionary <uint, IJiangHu>(); public static class JiangHuRanking { private static System.Collections.Concurrent.ConcurrentDictionary <uint, IJiangHu> TopRank = new System.Collections.Concurrent.ConcurrentDictionary <uint, IJiangHu>(); public static IJiangHu[] TopRank100 = null; private static object SyncRoot = new object(); public static void UpdateRank(IJiangHu jiang) { lock (SyncRoot) { if (!TopRank.ContainsKey(jiang.UID)) TopRank.TryAdd(jiang.UID, jiang); CalculateRanks(); } } private static void CalculateRanks() { foreach (var jiang in TopRank.Values) jiang.Rank = 0; var rankdictionar = TopRank.Values.ToArray(); var ordonateRank = from jiang in rankdictionar orderby jiang.Inner_Strength descending select jiang; List<IJiangHu> BackUp = new List<IJiangHu>(); byte x = 1; foreach (var jiang in ordonateRank) { if (x == 101) break; jiang.Rank = x; BackUp.Add(jiang); x++; } TopRank100 = BackUp.ToArray(); TopRank = new System.Collections.Concurrent.ConcurrentDictionary <uint, IJiangHu>(); foreach (var jiang in BackUp) TopRank.TryAdd(jiang.UID, jiang); BackUp = null; } } public class GetNewStar { public byte Stage; public byte PositionStar; public JiangStages.Star Star; } public class JiangStages { public class Star { public AtributesType Typ; public byte Level; public ushort UID; public bool Activate = false; public override string ToString() { StringBuilder build = new StringBuilder(); build.Append((byte)(Activate ? 1 : 0) + "#" + UID + "#"); return build.ToString(); } } public enum AtributesType { None = 0, MaxLife,//1 PAttack,//2 MAttack,//3 PDefense,//4 Mdefense,//5 FinalAttack,//6 FinalMagicAttack,//7 FinalDefense,//8 FinalMagicDefense,//9 CriticalStrike,//10 SkillCriticalStrike,//11 Immunity,//12 Breakthrough,//13 Counteraction,//14 MaxMana//15 } public Star[] Stars; public bool Activate = false; public JiangStages() { Stars = new Star[9]; for (byte x = 0; x < 9; x++) Stars[x] = new Star(); } public bool ContainAtribut(AtributesType typ) { foreach (var atr in Stars) if (atr.Typ == typ) return true; return false; } public override string ToString() { StringBuilder build = new StringBuilder(); build.Append((byte)(Activate ? 1 : 0) + "#"); foreach (var obj in Stars) build.Append(obj.ToString()); return build.ToString(); } } public ushort ValueToRoll(JiangStages.AtributesType status, byte level) { return (ushort)((ushort)status + level * 256); } public byte GetValueLevel(ushort val) { return (byte)((val - (ushort)(val % 256)) / 256); } public JiangStages.AtributesType GetValueType(uint val) { return (JiangStages.AtributesType)(val % 256); } public GetNewStar MyNewStart = null; public byte CalculateJiangScoreLevel() { byte c = 0; byte level1 = 0; byte level2 = 0; byte level3 = 0; byte level4 = 0; byte level5 = 0; byte level6 = 0; foreach (var stg in Stagers) { if (!stg.Activate) continue; c += 1; foreach (var star in stg.Stars) { if (star.Level == 0) continue; if (star.Level >= 1) level1++; if (star.Level >= 2) level2++; if (star.Level >= 3) level3++; if (star.Level >= 4) level4++; if (star.Level >= 5) level5++; if (star.Level >= 6) level6++; } } if (level1 >= 81) c++; if (level2 >= 81) c++; if (level3 >= 81) c++; if (level4 >= 81) c++; if (level5 >= 81) c++; if (level6 >= 81) c++; return c; } byte jlevel = 0; public void CreateRollValue(Client.GameState client, byte mStar, byte mStage, bool super = false, byte Higher = 0) { jlevel = client.Entity.MyJiang.CalculateJiangScoreLevel(); JiangStages n_stage = Stagers[mStage - 1]; if (!n_stage.Activate) return; MyNewStart = new GetNewStar(); MyNewStart.PositionStar = mStar; MyNewStart.Stage = mStage; MyNewStart.Star = new JiangStages.Star(); MyNewStart.Star.Activate = true; var level = MyNewStart.Star.Level; MyNewStart.Star.Level = GetStatusLevel(super); if (Higher == 1) { if (Kernel.Rate(25)) { MyNewStart.Star.Level = (byte)Random.Next(4, 6); } } if (Higher == 2) { if (Kernel.Rate(70)) { MyNewStart.Star.Level = (byte)Random.Next(3, 7); while (MyNewStart.Star.Level == 6 && Kernel.Rate(50)) { MyNewStart.Star.Level--; } if (MyNewStart.Star.Level > 6) MyNewStart.Star.Level = 6; } } MyNewStart.Star.Typ = (JiangStages.AtributesType)Random.Next(1, 16); do { MyNewStart.Star.Typ = (JiangStages.AtributesType)Random.Next(1, 16); } while (!Database.JiangHu.CultivateStatus[mStage].Contains((byte)MyNewStart.Star.Typ)); MyNewStart.Star.UID = ValueToRoll(MyNewStart.Star.Typ, MyNewStart.Star.Level); Network.GamePackets.JiangHuUpdate upd = new Network.GamePackets.JiangHuUpdate(); upd.Atribute = MyNewStart.Star.UID; upd.FreeCourse = FreeCourse; upd.Stage = mStage; upd.Star = mStar; upd.FreeTimeTodeyUsed = (byte)FreeTimeTodeyUsed; upd.RoundBuyPoints = RoundBuyPoints; client.Send(upd.ToArray()); if (MyNewStart.Star.Level >= 6) { foreach (var player in Kernel.GamePool.Values) { player.Send(new Network.GamePackets.Message("Wow, " + client.Entity.Name + " went down the Chaotic Path and improved the attribute to Epic!", System.Drawing.Color.Red, 2026)); } } } private static bool CanKeepChiPower(JiangStages strct, GetNewStar nstar, GameState client) { //#if NOTMULTIPLECHIPOWERS if (client.Entity.VIPLevel > 3) { var stars = strct.Stars; for (int i = 0; i < stars.Length; i++) if (i != (nstar.PositionStar - 1)) if (stars[i].Typ == nstar.Star.Typ) return false; } //#endif return true; } public void ApplayNewStar(Client.GameState client) { if (MyNewStart == null) return; JiangStages n_stage = Stagers[MyNewStart.Stage - 1]; if (!n_stage.Activate) return; JiangStages.Star n_star = n_stage.Stars[MyNewStart.PositionStar - 1]; if (!n_star.Activate) { Star++; n_star.Activate = true; } n_star.Level = MyNewStart.Star.Level; n_star.Typ = MyNewStart.Star.Typ; n_star.UID = MyNewStart.Star.UID; client.LoadItemStats(); if (MyNewStart.Stage < 9) { if (MyNewStart.PositionStar == 9 && !Stagers[MyNewStart.Stage].Activate) { Stage++; Stagers[MyNewStart.Stage].Activate = true; SendInfo(client, Network.GamePackets.JiangHu.OpenStage, Stage.ToString()); } } //JiangHuRanking.UpdateRank(this); MyNewStart = null; if (client.Entity.MyJiang != null && client.Entity.MyJiang.Inner_Strength >= 81000) { new Network.GamePackets.TitleStorage().AddTitle(client , 2004, 5, false); } if (jlevel != client.Entity.MyJiang.CalculateJiangScoreLevel() && jlevel != 0) { foreach (var player in Kernel.GamePool.Values) { if (client.Entity.MyJiang.CalculateJiangScoreLevel() < 10) break; player.Send(new Network.GamePackets.Message(client.Entity.Name + " increased Score Level to " + client.Entity.MyJiang.CalculateJiangScoreLevel() + "!", System.Drawing.Color.Red, 2026)); } client.Send(new Network.GamePackets.Message("You unlocked Stage " + client.Entity.MyJiang.CalculateJiangScoreLevel() + "!", System.Drawing.Color.Red, Network.GamePackets.Message.System)); } } public static byte Getlve = 6; public byte GetStatusLevel(bool super = false) { if (super) return 6; byte first = (byte)Random.Next(1, 7); if (first >= 5) { first = (byte)Random.Next(1, 7); if (first > 6) first = 6; } return first; } public void CreateStatusAtributes(Game.Entity client) { uint oldInner_Strength = Inner_Strength; Inner_Strength = 0; foreach (var nstage in Stagers) { if (!nstage.Activate) continue; var atr = nstage.Stars.Where(p => p.UID != 0).ToArray(); byte count_doble = 0; Dictionary<uint, List<JiangStages.Star>> alignementstars = new Dictionary<uint, List<JiangStages.Star>>(); List<JiangStages.Star> normalstarts = new List<JiangStages.Star>(); ushort counts_alignements = 0; for (byte x = 0; x < atr.Length; x++) { var atribut = atr[x]; count_doble = 0; bool wasadd = false; for (byte y = (byte)(x + 1); y < atr.Length; y++) { var atr2nd = atr[y]; if (atr2nd.Typ == atribut.Typ) { if (!wasadd) { if (!alignementstars.ContainsKey(counts_alignements)) { alignementstars.Add(counts_alignements, new List<JiangStages.Star>()); alignementstars[counts_alignements].Add(atribut); } } if (!alignementstars.ContainsKey(counts_alignements)) { alignementstars.Add(counts_alignements, new List<JiangStages.Star>()); alignementstars[counts_alignements].Add(atr2nd); } else alignementstars[counts_alignements].Add(atr2nd); wasadd = true; x = y; count_doble++; } else { break; } } uint counts = 1; if (count_doble != 0) { counts = (byte)(count_doble + 1); counts_alignements++; } if (counts == 1) normalstarts.Add(atribut); } byte percent = (byte)Database.JiangHu.AlignmentExtraPoints(count_ doble); foreach (var allignement in alignementstars.Values) { for (int i = 0; i < allignement.Count; i++) { Database.JiangHu.Atribut Atri_bas = Database.JiangHu.Atributes[allignement[i].UID]; if (client != null) IncreaseStatus(client, (JiangStages.AtributesType)Atri_bas.Type, (ushort)((Atri_bas.Power + (Atri_bas.Power * percent) / 100))); } } count_doble = 0; foreach (var allignement in alignementstars.Values) CalculateInner_StrengthAlignements(allignement); for (int x = 0; x < normalstarts.Count; x++) { Database.JiangHu.Atribut Atri_bas = Database.JiangHu.Atributes[normalstarts[x].UID]; if (client != null) IncreaseStatus(client, (JiangStages.AtributesType)Atri_bas.Type, (ushort)Atri_bas.Power); Inner_Strength += Database.JiangHu.GetStatusPoints(normalstarts[x].Level); } } if (oldInner_Strength != Inner_Strength) JiangHuRanking.UpdateRank(this); } public void CalculateInner_StrengthAlignements(List<JiangStage s.Star> collection) { ushort points = 0; for (int x = 0; x < collection.Count; x++) { points += Database.JiangHu.GetStatusPoints(collection[x].Level); } if (collection.Count > 0 && collection.Count < 9) Inner_Strength += (ushort)(points + ((points * ((collection.Count) * 10) / 100))); else if (collection.Count == 9) Inner_Strength += (ushort)(points * 2); } public void IncreaseStatus(Entity client, JiangStages.AtributesType status, ushort Power) { switch (status) { case JiangStages.AtributesType.Breakthrough: client.Breaktrough += Power; break; case JiangStages.AtributesType.Counteraction: client.Counteraction += Power; break; case JiangStages.AtributesType.CriticalStrike: client.CriticalStrike += Power; break; case JiangStages.AtributesType.FinalAttack: client.PhysicalDamageIncrease += Power; break; case JiangStages.AtributesType.FinalDefense: client.PhysicalDamageDecrease += Power; break; case JiangStages.AtributesType.FinalMagicAttack: client.MagicDamageIncrease += Power; break; case JiangStages.AtributesType.FinalMagicDefense: client.MagicDamageDecrease += Power; break; case JiangStages.AtributesType.Immunity: client.Immunity += Power; break; case JiangStages.AtributesType.MAttack: { client.MAttack += Power; client.BaseMagicAttack += Power; break; } case JiangStages.AtributesType.MaxLife: client.ItemHP += Power; break;//24283 27118 - 24283 case JiangStages.AtributesType.MaxMana: client.ItemMP += Power; break; case JiangStages.AtributesType.Mdefense: { //client.MDefense += Power; client.MagicDefence += Power; break; } case JiangStages.AtributesType.PAttack: { // client.TQMAXATTACK += Power; // client.TQMINATTACK += Power; client.BaseMaxAttack += Power; client.BaseMinAttack += Power; break; } case JiangStages.AtributesType.PDefense: client.Defence += Power; break; case JiangStages.AtributesType.SkillCriticalStrike: client.SkillCStrike += Power; break; } } public void DecreaseStatus(Entity client, JiangStages.AtributesType status, ushort Power) { switch (status) { case JiangStages.AtributesType.Breakthrough: client.Breaktrough -= Power; break; case JiangStages.AtributesType.Counteraction: client.Counteraction -= Power; break; case JiangStages.AtributesType.CriticalStrike: client.CriticalStrike -= Power; break; case JiangStages.AtributesType.FinalAttack: client.PhysicalDamageIncrease -= Power; break; case JiangStages.AtributesType.FinalDefense: client.PhysicalDamageDecrease -= Power; break; case JiangStages.AtributesType.FinalMagicAttack: client.MagicDamageIncrease -= Power; break; case JiangStages.AtributesType.FinalMagicDefense: client.MagicDamageDecrease -= Power; break; case JiangStages.AtributesType.Immunity: client.Immunity -= Power; break; case JiangStages.AtributesType.MAttack: client.MagicAttack -= Power; break; case JiangStages.AtributesType.MaxLife: client.MaxHitpoints -= Power; break; case JiangStages.AtributesType.MaxMana: client.MaxMana -= Power; break; case JiangStages.AtributesType.Mdefense: client.MagicDefence -= Power; break; case JiangStages.AtributesType.PAttack: { client.BaseMaxAttack -= Power; client.BaseMinAttack -= Power; break; } case JiangStages.AtributesType.PDefense: client.Defence -= Power; break; case JiangStages.AtributesType.SkillCriticalStrike: client.SkillCStrike -= Power; break; } } public void CreateStarDMG(JiangStages stage) { } public uint UID { get; set; } public string OwnName { get; set; } public string CustomizedName { get; set; } public byte Level { get; set; } public byte Talent { get; set; } public byte Stage { get; set; } public byte Star { get; set; } public uint FreeCourse { get; set; } public byte Rank { get; set; } public DateTime StartCountDwon { get; set; } public DateTime CountDownEnd { get; set; } public DateTime RemoveJiangMod; public DateTime TimerStamp; public uint Time { get { return (uint)(CountDownEnd - new DateTime(1970, 1, 1).ToLocalTime()).TotalSeconds; } } public bool OnJiangMode { get; set; } public uint FreeTimeTodey { get; set; } public uint FreeTimeTodeyUsed { get; set; } public uint Inner_Strength { get; set; } public ushort RoundBuyPoints { get; set; } public Random Random = new Random(); public JiangStages[] Stagers { get; set; } public override string ToString() { if (StartCountDwon.Ticks > CountDownEnd.Ticks) CreateTime(); uint SecoundesLeft = (uint)((CountDownEnd.Ticks - StartCountDwon.Ticks) / 10000000); if (OwnName.Contains('#')) OwnName = OwnName.Replace("#", ""); if (CustomizedName.Contains('#')) CustomizedName = CustomizedName.Replace("#", ""); StringBuilder build = new StringBuilder(); build.Append(UID + "#" + OwnName + "#" + CustomizedName + "#" + Level + "#" + Talent + "#" + Stage + "#" + Star + "#" + FreeTimeTodeyUsed + "#" + (byte)(OnJiangMode ? 0 : 1) + "#" + FreeCourse + "#" + SecoundesLeft + "#" + RoundBuyPoints + "#"); foreach (var obj in Stagers) build.Append(obj.ToString()); return build.ToString(); } public void Load(string Line, uint nUID = 0) { try { if (Line == null) return; if (Line == "") return; if (!Line.Contains('#')) return; string[] data = Line.Split('#'); if (nUID != 0) UID = nUID; else UID = uint.Parse(data[0]); OwnName = data[1]; CustomizedName = data[2]; try { Level = byte.Parse(data[3]); } catch (Exception) { } Talent = byte.Parse(data[4]); Stage = byte.Parse(data[5]); Star = byte.Parse(data[6]); FreeTimeTodey = byte.Parse(data[7]); OnJiangMode = byte.Parse(data[8]) == 1; FreeCourse = uint.Parse(data[9]); StartCountDwon = DateTime.Now; TimerStamp = DateTime.Now; CountDownEnd = DateTime.Now.AddSeconds(uint.Parse(data[10])); RoundBuyPoints = ushort.Parse(data[11]); ushort position = 12; foreach (var nstage in Stagers) { nstage.Activate = byte.Parse(data[position]) == 1; position++; foreach (var nstar in nstage.Stars) { nstar.Activate = byte.Parse(data[position]) == 1; position++; nstar.UID = ushort.Parse(data[position]); position++; if (nstar.Activate) { nstar.Typ = GetValueType(nstar.UID); nstar.Level = GetValueLevel(nstar.UID); Inner_Strength += Database.JiangHu.GetStatusPoints(nstar.Level); } } } } catch (Exception) { } } public void Deserialize(BinaryReader reader) { try { Level = reader.ReadByte(); Talent = reader.ReadByte(); Stage = reader.ReadByte(); Star = reader.ReadByte(); FreeTimeTodey = reader.ReadUInt32(); OnJiangMode = reader.ReadBoolean(); FreeCourse = reader.ReadUInt32(); StartCountDwon = DateTime.Now; TimerStamp = DateTime.Now; CountDownEnd = DateTime.Now.AddSeconds(reader.ReadUInt32()); RoundBuyPoints = reader.ReadUInt16(); foreach (var nstage in Stagers) { nstage.Activate = reader.ReadBoolean(); foreach (var nstar in nstage.Stars) { nstar.Activate = reader.ReadBoolean(); nstar.UID = reader.ReadUInt16(); if (nstar.Activate) { nstar.Typ = GetValueType(nstar.UID); nstar.Level = GetValueLevel(nstar.UID); Inner_Strength += Database.JiangHu.GetStatusPoints(nstar.Level); } } } } catch (Exception) { } } public void Serialize(BinaryWriter writer) { try { if (StartCountDwon.Ticks > CountDownEnd.Ticks) CreateTime(); uint SecoundesLeft = (uint)((CountDownEnd.Ticks - StartCountDwon.Ticks) / 10000000); writer.Write(Level); writer.Write(Talent); writer.Write(Stage); writer.Write(Star); writer.Write(FreeTimeTodey); writer.Write(OnJiangMode); writer.Write(FreeCourse); writer.Write(SecoundesLeft); writer.Write(RoundBuyPoints); foreach (var nstage in Stagers) { writer.Write(nstage.Activate); foreach (var nstar in nstage.Stars) { writer.Write(nstar.Activate); writer.Write(nstar.UID); } } } catch (Exception) { } } public JiangHu(uint m_UID) { Talent = 3; Stage = 1; Star = 1; FreeCourse = 100000; FreeTimeTodey = 10; UID = m_UID; CountDownEnd = new DateTime(); StartCountDwon = new DateTime(); TimerStamp = new DateTime(); RemoveJiangMod = new DateTime(); Stagers = new JiangStages[9]; for (byte x = 0; x < 9; x++) Stagers[x] = new JiangStages(); if (!JiangHuClients.ContainsKey(UID) && UID != 0) JiangHuClients.TryAdd(UID, this); OnJiangMode = true; TimerStamp = DateTime.Now; } public void ResetDay(Client.GameState client) { RoundBuyPoints = 0; FreeTimeTodeyUsed = 0; SendStatus(client, client); } public void OnloginClient(Client.GameState client) { SendStatus(client, client); SendStatusMode(client, true); TimerStamp = DateTime.Now; } public void SendStatusMode(Client.GameState client, bool justlogen = false) { client.Entity.JiangTalent = Talent; client.Entity.JiangActive = OnJiangMode; if (OnJiangMode == false && !justlogen) client.Send(new Network.GamePackets.Message("You have temporarily quit the Jiang Hu!", System.Drawing.Color.Red, Network.GamePackets.Message.System)); SendInfo(client, Network.GamePackets.JiangHu.InfoStauts, client.Entity.UID.ToString(), Talent.ToString(), OnJiangMode ? "1" : "2"); if (OnJiangMode) RemoveJiangMod = DateTime.Now; client.SendScreen(client.Entity.SpawnPacket, false); } public void CreateTime() { StartCountDwon = DateTime.Now; CountDownEnd = DateTime.Now.AddMinutes(Database.JiangHu.GetMinute sOnTalent(Talent)); } public void TheadTime(Client.GameState client) { try { if (client == null) return; if (client.Entity == null) return; if (!client.Entity.FullyLoaded) return; if (DateTime.Now > TimerStamp.AddMinutes(1)) { if (client.Entity.PKMode != Enums.PKMode.Jiang) { if (OnJiangMode) { if (DateTime.Now >= RemoveJiangMod.AddMinutes(10)) { OnJiangMode = false; SendStatusMode(client); } } } if (client.Entity.PKMode == Enums.PKMode.Jiang) { OnJiangMode = true; RemoveJiangMod = DateTime.Now; } if (FreeCourse < 1000000) { if (InTwinCastle(client.Entity)) { StartCountDwon = StartCountDwon.AddMinutes(Database.JiangHu.GetMinu tesInCastle(Talent)); FreeCourse += Database.JiangHu.GetFreeCourseInCastle(Talent); } else { FreeCourse += Database.JiangHu.GetFreeCourse(Talent); StartCountDwon = StartCountDwon.AddMinutes(1); } if (StartCountDwon > CountDownEnd) GetReward(client); SendInfo(client, Network.GamePackets.JiangHu.UpdateTime, FreeCourse.ToString(), Time.ToString()); if (FreeCourse % 10000 == 0) GetReward(client); } else FreeCourse = 10000000; TimerStamp = DateTime.Now; } } catch (Exception) { } } public bool GetRate(byte val) { return (Random.Next() % 100) < val; } public void GetKill(Client.GameState attacker, JiangHu attacked) { if (attacker.Entity.JiangTalent < 4) { if (attacker.Entity.JiangTalent <= attacked.Talent) { attacked.Talent -= 1; Talent += 1; attacker.Entity.JiangTalent = Talent; SendInfo(attacker, Network.GamePackets.JiangHu.UpdateTalent, attacker.Entity.UID.ToString(), Talent.ToString()); } } } public bool SameCourseStage(uint first, uint last) { if (first > 100000) return first.ToString()[2] == last.ToString()[2]; else return first.ToString()[1] == last.ToString()[1]; } public void GetReward(Client.GameState client) { do FreeCourse++; while (FreeCourse % 1000 != 0); SendInfo(client, Network.GamePackets.JiangHu.UpdateTime, FreeCourse.ToString(), Time.ToString()); CreateTime(); } public bool InTwinCastle(Entity location) { ushort x = location.X; ushort y = location.Y; if (location.MapID != 1002) return false; if (x <= 357 && x >= 274 && y <= 277 && y >= 110) return true; if (x >= 335 && x <= 370 && y <= 235 && y >= 232) return true; if (x >= 281 && x <= 350 && y >= 268 && y <= 322) return true; if (x >= 247 && x <= 291 && y >= 200 && y <= 243) return true; return false; } public object sync = new object(); public void SendInfo(Client.GameState client, byte mode = 1, params string[] data) { lock (sync) { try { Network.GamePackets.JiangHu jinag = new Network.GamePackets.JiangHu(); jinag.Mode = mode; jinag.Texts = new List<string>(data); jinag.CreateArray(); jinag.Send(client); } catch (Exception) { } } } public void SendStatus(Client.GameState client, Client.GameState Attacked) { try { var dictionary = Stagers.Where(p => p.Activate); Network.GamePackets.JiangHuStatus stat = new Network.GamePackets.JiangHuStatus((byte)dictionary .Count()); stat.Name = CustomizedName; stat.FreeTimeTodey = 10;//FreeTimeTodey; stat.Talent = Talent; stat.Stage = Stage; stat.RoundBuyPoints = RoundBuyPoints; stat.FreeTimeTodeyUsed = (byte)FreeTimeTodeyUsed; stat.StudyPoints = Attacked.Entity.SubClasses.StudyPoints; if (client.Entity.UID != Attacked.Entity.UID) stat.Timer = 13751297; else stat.Timer = 15500800; stat.Apprend(dictionary.ToArray()); client.Send(stat.ToArray()); } catch (Exception) { } } public void UpdateStundyPoints(Client.GameState client, ushort amount) { Network.GamePackets._String str = new Network.GamePackets._String(true); str.Type = Network.GamePackets._String.Effect; str.UID = client.Entity.UID; str.Texts.Add("zf2-e300"); client.SendScreen(str.ToArray(), true); } public static bool AllowNameCaracters(string Name) { if (Name.Contains('[')) return false; if (Name.Contains(']')) return false; if (Name.Contains("GM")) return false; if (Name.Contains("PM")) return false; if (Name.Contains("!") || Name.Contains("@") || Name.Contains("#")) return false; if (Name.Contains("$") || Name.Contains("%") || Name.Contains("^")) return false; if (Name.Contains("&") || Name.Contains("*") || Name.Contains("/") || Name.Contains("|")) return false; return true; } } } عاوز اخلية صعب زى بلااى كونكر |
الساعة الآن 03:52 AM |
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