قديم 2019-07-13, 11:14 PM
المشاركة #2  
محمد ياسر
  • غير متواجد
افتراضي 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 (:

قديم 2019-07-14, 12:24 AM
المشاركة #3  
MohamedModyAdel
  • غير متواجد
افتراضي رد: التحكم بصعوبة او سهولة الجانج
الله ينور

قديم 2019-07-14, 03:53 AM
المشاركة #4  
Tefa
  • غير متواجد
Like رد: التحكم بصعوبة او سهولة الجانج
عفواً لايمكن عرض الرابط إلا بعد الرد على الموضوع
الله ينور علي فكره انا الي كاتبه ليك لان الناس مش اتشوفه وهو في قسم المشكلات
الله ينور عليك (:
حبيبي يا غالي تسلم علي تعبك

قديم 2019-07-14, 12:56 PM
المشاركة #5  
Hassan Emprator
  • غير متواجد
افتراضي رد: التحكم بصعوبة او سهولة الجانج
طيب الكود مش موجود عندي بتاع الجيانغ الاول دا مش لاقيه ؟

قديم 2019-07-15, 12:07 AM
المشاركة #6  
Tefa
  • غير متواجد
افتراضي رد: التحكم بصعوبة او سهولة الجانج
عفواً لايمكن عرض الرابط إلا بعد الرد على الموضوع
طيب الكود مش موجود عندي بتاع الجيانغ الاول دا مش لاقيه ؟
جرب


كود:
 public void CreateRollValue

لو ملقتهوش ارفعلي الكلاس كله

قديم 2019-07-15, 03:42 AM
المشاركة #7  
Hassan Emprator
  • غير متواجد
Like رد: التحكم بصعوبة او سهولة الجانج
عفواً لايمكن عرض الرابط إلا بعد الرد على الموضوع
جرب


كود:
 public void CreateRollValue

لو ملقتهوش ارفعلي الكلاس كله
\

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:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using MrHassan.Client;
using System.IO;

namespace 
MrHassan.Game
{
    public interface 
IJiangHu
    
{
        
string OwnName getset; }
        
string CustomizedName getset; }
        
uint UID getset; }
        
byte Talent getset; }
        
byte Stage getset; }
        
byte Star getset; }
        
DateTime StartCountDwon getset; }
        
DateTime CountDownEnd getset; }
        
uint Time get; }
        
uint FreeTimeTodey getset; }
        
uint FreeTimeTodeyUsed getset; }
        
uint Inner_Strength getset; }
        
uint FreeCourse getset; }
        
JiangHu.JiangStages[] Stagers getset; }
        
byte Rank getset; }
        
byte Level getset; }
        
ushort RoundBuyPoints getset; }
        
bool OnJiangMode getset; }
    }
    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<uintIJiangHuJiangHuClients = new System.Collections.Concurrent.ConcurrentDictionary<uintIJiangHu>();

        public static class 
JiangHuRanking
        
{
            private static 
System.Collections.Concurrent.ConcurrentDictionary<uintIJiangHuTopRank = new System.Collections.Concurrent.ConcurrentDictionary<uintIJiangHu>();
            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.UIDjiang);
                    
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<
IJiangHuBackUp = new List<IJiangHu>();
                
byte x 1;
                foreach (var 
jiang in ordonateRank)
                {
                    if (
== 101)
                        break;
                    
jiang.Rank x;
                    
BackUp.Add(jiang);
                    
x++;
                }
                
TopRank100 BackUp.ToArray();
                
TopRank = new System.Collections.Concurrent.ConcurrentDictionary<uintIJiangHu>();
                foreach (var 
jiang in BackUp)
                    
TopRank.TryAdd(jiang.UIDjiang);
                
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 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 09x++)
                    
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 0) + "#");
                foreach (var 
obj in Stars)
                    
build.Append(obj.ToString());
                return 
build.ToString();
            }
        }

        public 
ushort ValueToRoll(JiangStages.AtributesType statusbyte 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 
void CreateRollValue(Client.GameState clientbyte mStarbyte mStagebool super falsebyte Higher 0)
        {
            
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)//higher
            //    if (Kernel.Rate(20 / Math.Max(1,(int)level)))
            //        MyNewStart.Star.Level = (byte)Random.Next(level, 5);
            //if (Higher == 2)//highest
            //    if (Kernel.Rate(50 / Math.Max(1, (int)level)))
            //        MyNewStart.Star.Level = (byte)Random.Next(4, 6);

            
MyNewStart.Star.Typ = (JiangStages.AtributesType)Random.Next(116);

            do
            {
                
MyNewStart.Star.Typ = (JiangStages.AtributesType)Random.Next(116);
            }
            while (!
Database.JiangHu.CultivateStatus[mStage/*MyNewStart.Star.Level*/].Contains((byte)MyNewStart.Star.Typ));

            
//do
            //{
            //    MyNewStart.Star.Typ = (JiangStages.AtributesType)Random.Next(1, 16);
            //}
            //while (!CanKeepChiPower(n_stage, MyNewStart, client));


            
MyNewStart.Star.UID ValueToRoll(MyNewStart.Star.TypMyNewStart.Star.Level);

            
Network.GamePackets.JiangHuUpdate upd = new Network.GamePackets.JiangHuUpdate();

            
upd.Atribute MyNewStart.Star.UID;
            
upd.FreeCourse FreeCourse;
            
///  upd.Talent = Talent;
            
upd.Stage mStage;
            
upd.Star mStar;
            
upd.FreeTimeTodeyUsed = (byte)FreeTimeTodeyUsed;
            
upd.RoundBuyPoints RoundBuyPoints;
            
client.Send(upd.ToArray());


        }

        private static 
bool CanKeepChiPower(JiangStages strctGetNewStar nstarGameState client)
        {
            
//#if NOTMULTIPLECHIPOWERS
            
if (client.Entity.VIPLevel 6)
            {
                var 
stars strct.Stars;
                for (
int i 0stars.Lengthi++)
                    if (
!= (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 == && !Stagers[MyNewStart.Stage].Activate)
                {
                    
Stage++;
                    
Stagers[MyNewStart.Stage].Activate true;
                    
SendInfo(clientNetwork.GamePackets.JiangHu.OpenStageStage.ToString());
                }
            }
            
MyNewStart null;
        }
        public static 
byte Getlve 6;
        public 
byte GetStatusLevel(bool super false)
        {
            
//  return Getlve;
            
if (super)
                return 
6;
            
byte first = (byte)Random.Next(16);
            if (
first >= 6)
            {
                
first = (byte)Random.Next(16);
                if (
first 6)
                    
first 6;
            }
            return 
first;
        }


        public 
void CreateStatusAtributes(Game.Entity client)// cand loghez datele.
        
{
            
uint oldInner_Strength Inner_Strength;
            
Inner_Strength 0;
            foreach (var 
nstage in Stagers)
            {
                if (!
nstage.Activate) continue;

                var 
atr nstage.Stars.Where(=> p.UID != 0).ToArray();

                
byte count_doble 0;

                
Dictionary<uint, List<JiangStages.Star>> alignementstars = new Dictionary<uint, List<JiangStages.Star>>();
                List<
JiangStages.Starnormalstarts = new List<JiangStages.Star>();
                
ushort counts_alignements 0;
                for (
byte x 0atr.Lengthx++)
                {
                    var 
atribut atr[x];
                    
count_doble 0;
                    
bool wasadd false;
                    for (
byte y = (byte)(1); atr.Lengthy++)
                    {
                        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;
                            
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 0allignement.Counti++)
                    {

                        
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 0normalstarts.Countx++)
                {
                    
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<JiangStages.Starcollection)
        {
            
ushort points 0;
            for (
int x 0collection.Countx++)
            {
                
points += Database.JiangHu.GetStatusPoints(collection[x].Level);
            }
            if (
collection.Count && 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 clientJiangStages.AtributesType statusushort 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 clientJiangStages.AtributesType statusushort 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 getset; }
        public 
string OwnName getset; }
        public 
string CustomizedName getset; }
        public 
byte Level getset; }

        public 
byte Talent getset; }
        public 
byte Stage getset; }
        public 
byte Star getset; }
        public 
uint FreeCourse getset; }

        public 
byte Rank getset; }
        public 
DateTime StartCountDwon getset; }
        public 
DateTime CountDownEnd getset; }
        public 
DateTime RemoveJiangMod;
        public 
DateTime TimerStamp;
        public 
uint Time
        
{
            
get
            
{
                return (
uint)(CountDownEnd - new DateTime(197011).ToLocalTime()).TotalSeconds;
            }
        }
        public 
bool OnJiangMode getset; }

        public 
uint FreeTimeTodey getset; }
        public 
uint FreeTimeTodeyUsed getset; }

        public 
uint Inner_Strength getset; }
        public 
ushort RoundBuyPoints getset; }
        public 
Random Random = new Random();
        public 
JiangStages[] Stagers getset; }

        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 1) + "#" FreeCourse "#" SecoundesLeft "#" RoundBuyPoints "#");
            foreach (var 
obj in Stagers)
                
build.Append(obj.ToString());
            return 
build.ToString();
        }

        public 
void Load(string Lineuint 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 e)
                {
                    
Console.WriteLine(e.ToString());
                }
                
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 e) { Console.WriteLine(e.ToString()); }
        }
        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 e) { Console.WriteLine(e.ToString()); }
        }
        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 e)
            {
                
Console.WriteLine(e.ToString());
            }
        }

        public 
JiangHu(uint m_UID)
        {
            
Talent 3;
            
Stage 1;
            
Star 1;
            
FreeCourse 10000;
            
FreeTimeTodey 10;
            
UID m_UID;
            
CountDownEnd = new DateTime();
            
StartCountDwon = new DateTime();
            
TimerStamp = new DateTime();
            
RemoveJiangMod = new DateTime();
            
Stagers = new JiangStages[9];
            for (
byte x 09x++)
                
Stagers[x] = new JiangStages();
            if (!
JiangHuClients.ContainsKey(UID) && UID != 0)
                
JiangHuClients.TryAdd(UIDthis);
            
OnJiangMode true;
            
TimerStamp DateTime.Now;
        }
        public 
void ResetDay(Client.GameState client)
        {
            
RoundBuyPoints 0;
            
FreeTimeTodeyUsed 0;
            
SendStatus(clientclient);
        }

        public 
void OnloginClient(Client.GameState client)
        {
            
SendStatus(clientclient);
            
SendStatusMode(client);
            
TimerStamp DateTime.Now;
        }
        public 
void SendStatusMode(Client.GameState client)
        {

            
client.Entity.JiangTalent Talent;
            
client.Entity.JiangActive OnJiangMode;
            
SendInfo(clientNetwork.GamePackets.JiangHu.InfoStautsclient.Entity.UID.ToString(), Talent.ToString(),
                
OnJiangMode "1" "2");
            if (
OnJiangMode)
                
RemoveJiangMod DateTime.Now;
            
client.SendScreen(client.Entity.SpawnPacketfalse);

        }

        public 
void CreateTime()
        {
            
StartCountDwon DateTime.Now;
            
CountDownEnd DateTime.Now.AddMinutes(Database.JiangHu.GetMinutesOnTalent(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(1))
                            {
                                
OnJiangMode false;
                                
SendStatusMode(client);
                            }
                        }
                    }
                    if (
client.Entity.PKMode == Enums.PKMode.Jiang)
                    {
                        
OnJiangMode true;
                        
RemoveJiangMod DateTime.Now;
                    }

                    if (
FreeCourse 10000000 && FreeTimeTodeyUsed 10)
                    {
                        if (
InTwinCastle(client.Entity))
                        {
                            
StartCountDwon StartCountDwon.AddMinutes(Database.JiangHu.GetMinutesInCastle(Talent));
                            
FreeCourse += Database.JiangHu.GetFreeCourseInCastle(Talent);
                        }
                        else
                        {
                            
FreeCourse += Database.JiangHu.GetFreeCourse(Talent);
                            
StartCountDwon StartCountDwon.AddMinutes(1);
                        }
                        if (
StartCountDwon CountDownEnd)
                            
GetReward(client);
                        
SendInfo(clientNetwork.GamePackets.JiangHu.UpdateTimeFreeCourse.ToString(), Time.ToString());

                        if (
FreeCourse 10000 == 0)
                            
GetReward(client);

                    }
                    else
                        
FreeCourse 10000000;
                    
TimerStamp DateTime.Now;

                }
            }
            catch (
Exception e)
            {
                
Console.WriteLine(e.ToString());
            }
        }
        public 
bool GetRate(byte val)
        {
            return (
Random.Next() % 100) < val;
        }
        public 
void GetKill(Client.GameState attackerJiangHu attacked)
        {
            if (
attacked != null)
            {
                
//if (attacked.FreeCourse <= FreeCourse && attacked.FreeCourse != 0)
                
{
                    
// uint getCource = attacked.FreeCourse % 10000;
                    // if (getCource != 0)
                    
{
                        
// uint damage = (uint)(getCource * 30 / 100);
                        // attacked.FreeCourse -= damage;
                        //uint oldCourse = FreeCourse;
                        //FreeCourse = (uint)Math.Min(1000000, FreeCourse + damage);
                        //if (Random.Next(1, 100) > 40)
                        
{

                            if (
GetRate(35))
                            {

                                
//attacked.Talent = (byte)Math.Min(1, Talent - 1);
                                
Talent = (byte)Math.Min(5Talent 1);
                                
attacker.Entity.JiangTalent Talent;
                                
SendInfo(attackerNetwork.GamePackets.JiangHu.UpdateTalentattacker.Entity.UID.ToString(), Talent.ToString());
                            }
                        }
                        
/*  if (!SameCourseStage(oldCourse, FreeCourse))
                          {
                              uint RemovePlus = FreeCourse % 10000;
                              FreeCourse = (uint)(RemovePlus - RemovePlus);
                              GetReward(attacker);
                          }*/
                    
}
                }
            }
        }
        public 
bool SameCourseStage(uint firstuint 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(clientNetwork.GamePackets.JiangHu.UpdateTimeFreeCourse.ToString(), Time.ToString());
            
CreateTime();
        }
        public 
bool InTwinCastle(Entity location)
        {
            
ushort x location.X;
            
ushort y location.Y;
            if (
location.MapID != 1002)
                return 
false;

            if (
<= 357 && >= 274 && <= 277 && >= 110)
                return 
true;
            if (
>= 335 && <= 370 && <= 235 && >= 232)
                return 
true;
            if (
>= 281 && <= 350 && >= 268 && <= 322)
                return 
true;
            if (
>= 247 && <= 291 && >= 200 && <= 243)
                return 
true;

            return 
false;
        }
        public 
object sync = new object();
        public 
void SendInfo(Client.GameState clientbyte mode 1params 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 e)
                {
                    
Console.WriteLine(e.ToString());
                }
            }
        }
        public 
void SendStatus(Client.GameState clientClient.GameState Attacked)
        {
            try
            {
                var 
dictionary Stagers.Where(=> 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 e) { Console.WriteLine(e.ToString()); }
        }
        public 
void UpdateStundyPoints(Client.GameState clientushort amount)
        {
            
client.Entity.SubClasses.StudyPoints += amount;
            
Network.GamePackets.SubClassShow cls = new Network.GamePackets.SubClassShow();
            {
                
cls.ID 8;
                
cls.Study client.Entity.SubClasses.StudyPoints;
                
cls.StudyReceive amount;
                
client.Send(cls.ToArray());
            }
            
Network.GamePackets._String str = new Network.GamePackets._String(true);//(client.Entity.UID, new string[] { "zf2-e300" });
            
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;
        }
    }


+ لو سمحت ممكن تخليلي كمان الشي يطلع ابك برضو بس صعب انه يجي ؟

قديم 2019-07-25, 05:58 PM
المشاركة #8  
osama
  • غير متواجد
افتراضي رد: التحكم بصعوبة او سهولة الجانج
public void CreateRollValue(
ونا لقيت دى اعمل اية فيها علشان يبقا صعب

قديم 2019-07-25, 06:02 PM
المشاركة #9  
Tefa
  • غير متواجد
Unhappy رد: التحكم بصعوبة او سهولة الجانج
عفواً لايمكن عرض الرابط إلا بعد الرد على الموضوع
public void createrollvalue(
ونا لقيت دى اعمل اية فيها علشان يبقا صعب
هل هوه عندك سهل؟
ابعت الكلاس كله

قديم 2019-07-26, 12:36 AM
المشاركة #10  
osama
  • غير متواجد
افتراضي رد: التحكم بصعوبة او سهولة الجانج
عفواً لايمكن عرض الرابط إلا بعد الرد على الموضوع
هل هوه عندك سهل؟
ابعت الكلاس كله
using System;
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


العلامات المرجعية



الذين يشاهدون محتوى الموضوع الآن : 1 ( الأعضاء 0 والزوار 1)
 
أدوات الموضوع

الانتقال السريع

المواضيع المتشابهه للموضوع: التحكم بصعوبة او سهولة الجانج
الموضوع كاتب الموضوع المنتدى مشاركات آخر مشاركة
تظبيط الجانج مود في المدن محمد ياسر تطوير سيرفرات كونكر 1 2019-08-28 07:11 AM
حل مشكله كود التسيف فى الجانج Mr. Co تطوير سيرفرات كونكر 2 2019-08-01 11:31 AM
مشكلة فى الجانج يجماعة osama مشكلات السيرفيرات كونكر الشخصيه 16 2019-07-23 01:43 AM
مشكلة بخصوص الجانج osama مشكلات السيرفيرات كونكر الشخصيه 11 2019-07-13 11:00 AM
التحكم في الاكونت الجديد Hassan Emprator تطوير سيرفرات كونكر 3 2019-05-04 02:43 AM


الساعة الآن 06:42 AM

Powered by vBulletin® Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.