|  | 
 | 
 
 
|  المشاركات 292 |  +التقييم 0.13 |  تاريخ التسجيل Jul 2019 |  الاقامة |  نظام التشغيل |  رقم العضوية 486 | 
 حاجه خفيفه كدا للشباب افكت البريك
				حاجه خفيفه كدا للشباب افكت البريك
		
		
	 
public static void Refinary(Entity attacker, Entity attacked, ref double Damage, ref Attack Packet, bool magic = false) 
   
	
		
		
		
		
	 
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 (attacker.Breaktrough > 0)
                            {
                                if (attacker.Breaktrough > attacked.Immunity)
                                {
                                    double Power = (double)(attacker.Breaktrough - attacked.Immunity);
                                    if (Kernel.ChanceSuccess2(((float)attacker.Breaktrough / 300f) - ((float)attacked.Immunity / 300f)))
                                    {
                                        Damage += 15000;
                                        Packet.Effect1 |= Attack.AttackEffects1.Break;
                                    }
                                    else
                                        Immu(attacked);
                                }
                                else
                                    Immu(attacked);
                            }
                        else if (attacker.SkillCBreak > 0)
                            {
                                if (attacker.SkillCBreak >= attacked.Immunity)
                                {
                                    double Power = (double)(attacker.SkillCBreak - attacked.Immunity);
                                    Power = (double)(Power / 100);
                                    if (MyMath.Success(Power))
                                    {
                                        Damage += Damage * 50 / 100;
                                        Packet.Effect1 |= Attack.AttackEffects1.Break;
                                    }
                                    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;
                        }
                    }
                }
            }
        } 
   
	
		
		
		
		
	 
public static void Refinary(Entity attacker, SobNpcSpawn attacked, ref double Damage, ref Attack Packet, bool magic = false) 
   
	
		
		
		
		
	 
public static void Refinary(Entity attacker, SobNpcSpawn attacked, ref double Damage, ref Attack Packet, bool magic = false)
        {
            if (attacker.EntityFlag == EntityFlag.Entity)
            {
                if (RateStatus(10))
                {
                    if (!magic)
                    {
                        if (attacker.CriticalStrike > 0)
                        {
                            double Power = (double)(attacker.CriticalStrike);
                            Power = (double)(Power / 100);
                            if (MyMath.Success(Power))
                            {
                                Damage += Damage * 80 / 100;
                                Packet.Effect1 |= Attack.AttackEffects1.CriticalStrike;
                            }
                        }
                        if (attacker.Breaktrough > 0)
                        {
                            double Power = (double)(attacker.Breaktrough);
                            Power = (double)(Power / 100);
                            if (MyMath.Success(Power))
                            {
                                Damage += Damage * 80 / 100;
                                Packet.Effect1 |= Attack.AttackEffects1.Break;
                            }
                        }
                    }
                    else
                    {
                        if (attacker.Penetration > 0)
                        {
                            double Power = (double)(attacker.Penetration / 100);
                            if (MyMath.Success(Power))
                            {
                                Damage = Damage * 50 / 100;
                                Packet.Effect1 |= Attack.AttackEffects1.Penetration;
                            }
                        }
                        if (attacker.SkillCStrike > 0)
                        {
                            double Power = (double)(attacker.SkillCStrike);
                            Power = (double)(Power / 100);
                            if (MyMath.Success(Power))
                            {
                                Damage += Damage * 50 / 100;
                                Packet.Effect1 |= Attack.AttackEffects1.CriticalStrike;
                            }
                        }
                        if (attacker.SkillCBreak > 0)
                        {
                            double Power = (double)(attacker.SkillCBreak);
                            Power = (double)(Power / 100);
                            if (MyMath.Success(Power))
                            {
                                Damage += Damage * 50 / 100;
                                Packet.Effect1 |= Attack.AttackEffects1.Break;
                            }
                        }
                    }
                }
            }
        } 
   
	
		
		
		
		
	 
public int SkillCStrike; 
   
	
		
		
		
		
	 
public int SkillCBreak; 
   
	
		
		
		 
	
| 
 | 
| الذين يشاهدون محتوى الموضوع الآن : 1 ( الأعضاء 0 والزوار 1) | |
| 
 | 
| الموضوع | كاتب الموضوع | المنتدى | مشاركات | آخر مشاركة | 
| حاجه خفيفه للسيرفرات الصعبه يا رجاله | 7amoStarHell | تطوير سيرفرات كونكر | 80 | 2025-10-28 05:47 PM | 
| طلب بخصوص افكت البريك | ابو مروان | مشكلات السيرفيرات كونكر الشخصيه | 5 | 2020-05-10 03:47 AM | 
| مشكله فى البريك | Mr NemNem | مشكلات السيرفيرات كونكر الشخصيه | 3 | 2020-05-02 01:09 AM | 
| حل مشكله افكت البريك مش بيطلع في الضربات | Tefa | تطوير سيرفرات كونكر | 4 | 2019-07-14 12:35 AM | 
| اتحكم فى البريك ثرو | محمد ياسر | تطوير سيرفرات كونكر | 5 | 2019-06-22 05:11 PM |