قديم 2019-07-27, 02:29 PM
المشاركة #2  
AMREL3FREIT
  • غير متواجد
افتراضي رد: خلي الجاينج يدي Epic,Super
انتا كدا بتهزر xD .
استمــر . ي برو

قديم 2019-07-27, 03:29 PM
المشاركة #3  
Hassan Emprator
  • غير متواجد
افتراضي رد: خلي الجاينج يدي Epic,Super
هههههههه تسلم يعمو حازم

قديم 2019-07-27, 04:13 PM
المشاركة #4  
Hassan Emprator
  • غير متواجد
افتراضي رد: خلي الجاينج يدي Epic,Super
لسا برضك احزوم مش بيجي ابك برضو محدش عارف يعمله حالص في المنتدي ههه

قديم 2019-07-27, 08:38 PM
المشاركة #5  
Tefa
  • غير متواجد
Cry رد: خلي الجاينج يدي Epic,Super
عفواً لايمكن عرض الرابط إلا بعد الرد على الموضوع
لسا برضك احزوم مش بيجي ابك برضو محدش عارف يعمله حالص في المنتدي ههه
جرب كده يا حسن بدل ده ب كلاس جيانج في سورس الي عندك التعديل ده علي السورس بتاعك

كود:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using SomailProject.Client;
using System.IO;

namespace 
SomailProject.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)
        {
            
val = (byte)Random.Next(46);
            return (
byte)(val);
        }
        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(46);

            
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;
        }
    }



قديم 2019-07-27, 09:55 PM
المشاركة #6  
Hassan Emprator
  • غير متواجد
افتراضي رد: خلي الجاينج يدي Epic,Super
لا يسطا يسطا بس انت اديهولي وجرب السورس عندك لما يجي ابك

قديم 2019-07-27, 11:45 PM
المشاركة #7  
Tefa
  • غير متواجد
افتراضي رد: خلي الجاينج يدي Epic,Super
عفواً لايمكن عرض الرابط إلا بعد الرد على الموضوع
لا يسطا يسطا بس انت اديهولي وجرب السورس عندك لما يجي ابك
ههههههه انا تعبت من كتر تركيب السورسات و تغييرها انا مركب فوق 20 سورس

جرب بس انته الكود ده و ان شاء الله هيظبط

قديم 2019-07-28, 12:44 AM
المشاركة #8  
Hassan Emprator
  • غير متواجد
افتراضي رد: خلي الجاينج يدي Epic,Super
عفواً لايمكن عرض الرابط إلا بعد الرد على الموضوع
ههههههه انا تعبت من كتر تركيب السورسات و تغييرها انا مركب فوق 20 سورس

جرب بس انته الكود ده و ان شاء الله هيظبط
يستت ولله ما بيعمل محدش برضو عارف يعمله مش عارف ازاي

قديم 2019-07-28, 12:46 AM
المشاركة #9  
Hassan Emprator
  • غير متواجد
افتراضي رد: خلي الجاينج يدي Epic,Super
اعمل زي ما بقولك بس ركب سورسي ودنك انت جرب


العلامات المرجعية



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

الانتقال السريع

المواضيع المتشابهه للموضوع: خلي الجاينج يدي Epic,Super
الموضوع كاتب الموضوع المنتدى مشاركات آخر مشاركة
Chi Npc super محمد ياسر تطوير سيرفرات كونكر 5 2024-08-06 06:32 PM
حل مشكلة Chi Epic Zuko مشكلات السيرفيرات كونكر الشخصيه 1 2021-09-03 01:01 PM
Play Super Conquer مجدى اعلانات السيرفيرات الشخصية 3 2020-02-26 07:57 PM
LostCity V5095 Epic amr69940 اعلانات السيرفيرات الشخصية 1 2020-02-18 12:26 AM
Npc Jiang super MRonlineGvrix تطوير سيرفرات كونكر 1 2020-02-05 10:43 AM


الساعة الآن 12:02 AM

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