قديم 2020-03-31, 06:37 PM
المشاركة 2
ElSaher
.:: عضو خبير ::.
  • غير متواجد
افتراضي رد: مشكلة في سورس mr online
السورس بتاع مار اولين الي منزلو احمد فتحي صح انا منزل نسخه من السورس Conquer Viodka اساس سورس مار اولين اشتغل بيه مفهوش مشاكل

قديم 2020-03-31, 06:40 PM
المشاركة 3
stevenayman1
.:: عضو نشيط ::.
  • غير متواجد
افتراضي رد: مشكلة في سورس mr online
السورس بتاع مار اولين الي منزلو احمد فتحي صح انا منزل نسخه من السورس Conquer Viodka اساس سورس مار اولين اشتغل بيه مفهوش مشاكل
انا شغال بده
https://code.vpscairo.com/showthread.php?t=4006

قديم 2020-03-31, 07:06 PM
المشاركة 4
Tefa
.:: عضو خبير ::.
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افتراضي رد: مشكلة في سورس mr online
جرب سورس
Conquer Viodka
او لو عاجبك مستر اونلاين اسحب من Conquer Viodka الجيانج و حطه في مستر اونلاين متنساش اضافات packethandler

قديم 2020-03-31, 07:10 PM
المشاركة 5
ElSaher
.:: عضو خبير ::.
  • غير متواجد
افتراضي رد: مشكلة في سورس mr online
افتح كلام JiangHu.cs
دي هتلاقيه في ملف Game
امسح الي فيه كلو وبدلو بي دا

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

namespace 
Mr_Panda.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);

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

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

            
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.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 (
client.Player.VIPLevel 6)
            {
                var 
stars strct.Stars;
                for (
int i 0stars.Lengthi++)
                    if (
!= (nstar.PositionStar 1))
                        if (
stars[i].Typ == nstar.Star.Typ)
                            return 
false;
            }
            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 15;
        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.Player.JiangTalent Talent;
            
client.Player.JiangActive OnJiangMode;
            
SendInfo(clientNetwork.GamePackets.JiangHu.InfoStautsclient.Player.UID.ToString(), Talent.ToString(),
                
OnJiangMode "1" "2");
            if (
OnJiangMode)
                
RemoveJiangMod DateTime.Now;
            
client.SendScreen(client.Player.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.Player == null)
                    return;
                if (!
client.Player.FullyLoaded)
                    return;
                if (
DateTime.Now TimerStamp.AddMinutes(1))
                {

                    if (
client.Player.PKMode != Enums.PKMode.Jiang)
                    {
                        if (
OnJiangMode)
                        {
                            if (
DateTime.Now >= RemoveJiangMod.AddMinutes(1))
                            {
                                
OnJiangMode false;
                                
SendStatusMode(client);
                            }
                        }
                    }
                    if (
client.Player.PKMode == Enums.PKMode.Jiang)
                    {
                        
OnJiangMode true;
                        
RemoveJiangMod DateTime.Now;
                    }

                    if (
FreeCourse 10000000 && FreeTimeTodeyUsed 10)
                    {
                        if (
InTwinCastle(client.Player))
                        {
                            
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 (
GetRate(35))
                            {
                                
Talent = (byte)Math.Min(5Talent 1);
                                
attacker.Player.JiangTalent Talent;
                                
SendInfo(attackerNetwork.GamePackets.JiangHu.UpdateTalentattacker.Player.UID.ToString(), Talent.ToString());
                            }
                        }
                    }
                }
            }
        }
        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.Player.SubClasses.StudyPoints;
                if (
client.Player.UID != Attacked.Player.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.Player.SubClasses.StudyPoints += amount;
            
Network.GamePackets.SubClassShow cls = new Network.GamePackets.SubClassShow();
            {
                
cls.ID 8;
                
cls.Study client.Player.SubClasses.StudyPoints;
                
cls.StudyReceive amount;
                
client.Send(cls.ToArray());
            }
            
Network.GamePackets._String str = new Network.GamePackets._String(true);//(client.Player.UID, new string[] { "zf2-e300" });
            
str.Type Network.GamePackets._String.Effect;
            
str.UID client.Player.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;
        }
    }


وبعدين تخوش علي JiangHu.cs هتلاقيه في GamePackets
هتمسح الي فيه كلو وتبدلو بي دا

كود:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace 
Mr_Panda.Network.GamePackets
{
    public class 
JiangHu Writer
    
{
        public const 
byte IconBar 0InfoStauts 7UpdateTalent 5UpdateStar 11OpenStage 12UpdateTime 13SetName 14;

        private 
byte[] packet;

        private 
uint Leng(string[] dat)
        {
            
uint len 0;
            foreach (
string line in dat)
                
len += (byte)line.Length;
            return (
uint)(len dat.Length);
        }

        public 
JiangHu()
        {
            
Texts = new List<string>();

        }
        public List<
stringTexts;
        public 
byte Mode 0;

        public 
void CreateArray()
        {
            
packet = new byte[Leng(Texts.ToArray()) + 8];//6
            
WriteUInt16((ushort)(packet.Length 8), 0packet);
            
WriteUInt16(27002packet);
            
WriteByte(Mode4packet);
            
WriteByte((byte)Texts.Count5packet);
            
ushort position 6;
            for (
ushort x 0Texts.Countx++)
            {
                
string text Texts[x];
                
WriteByte((byte)text.Lengthpositionpacket);
                
WriteString(text, (ushort)(position 1), packet);
                
position += (ushort)(text.Length 1);
            }
        }
        public 
void Clear()
        {
            
Texts.Clear();
        }
        public 
void Send(Client.GameState client)
        {
            if (
packet != null)
            {
                
client.Send(packet.ToArray());
            }
        }
    }



قديم 2020-03-31, 07:11 PM
المشاركة 6
ElSaher
.:: عضو خبير ::.
  • غير متواجد
افتراضي رد: مشكلة في سورس mr online
وتغير اسم البروجكت Mr_Panda بي بتاعك

قديم 2020-03-31, 10:47 PM
المشاركة 7
stevenayman1
.:: عضو نشيط ::.
  • غير متواجد
افتراضي رد: مشكلة في سورس mr online
افتح كلام JiangHu.cs
دي هتلاقيه في ملف Game
امسح الي فيه كلو وبدلو بي دا

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

namespace 
Mr_Panda.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);

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

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

            
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.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 (
client.Player.VIPLevel 6)
            {
                var 
stars strct.Stars;
                for (
int i 0stars.Lengthi++)
                    if (
!= (nstar.PositionStar 1))
                        if (
stars[i].Typ == nstar.Star.Typ)
                            return 
false;
            }
            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 15;
        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.Player.JiangTalent Talent;
            
client.Player.JiangActive OnJiangMode;
            
SendInfo(clientNetwork.GamePackets.JiangHu.InfoStautsclient.Player.UID.ToString(), Talent.ToString(),
                
OnJiangMode "1" "2");
            if (
OnJiangMode)
                
RemoveJiangMod DateTime.Now;
            
client.SendScreen(client.Player.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.Player == null)
                    return;
                if (!
client.Player.FullyLoaded)
                    return;
                if (
DateTime.Now TimerStamp.AddMinutes(1))
                {

                    if (
client.Player.PKMode != Enums.PKMode.Jiang)
                    {
                        if (
OnJiangMode)
                        {
                            if (
DateTime.Now >= RemoveJiangMod.AddMinutes(1))
                            {
                                
OnJiangMode false;
                                
SendStatusMode(client);
                            }
                        }
                    }
                    if (
client.Player.PKMode == Enums.PKMode.Jiang)
                    {
                        
OnJiangMode true;
                        
RemoveJiangMod DateTime.Now;
                    }

                    if (
FreeCourse 10000000 && FreeTimeTodeyUsed 10)
                    {
                        if (
InTwinCastle(client.Player))
                        {
                            
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 (
GetRate(35))
                            {
                                
Talent = (byte)Math.Min(5Talent 1);
                                
attacker.Player.JiangTalent Talent;
                                
SendInfo(attackerNetwork.GamePackets.JiangHu.UpdateTalentattacker.Player.UID.ToString(), Talent.ToString());
                            }
                        }
                    }
                }
            }
        }
        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.Player.SubClasses.StudyPoints;
                if (
client.Player.UID != Attacked.Player.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.Player.SubClasses.StudyPoints += amount;
            
Network.GamePackets.SubClassShow cls = new Network.GamePackets.SubClassShow();
            {
                
cls.ID 8;
                
cls.Study client.Player.SubClasses.StudyPoints;
                
cls.StudyReceive amount;
                
client.Send(cls.ToArray());
            }
            
Network.GamePackets._String str = new Network.GamePackets._String(true);//(client.Player.UID, new string[] { "zf2-e300" });
            
str.Type Network.GamePackets._String.Effect;
            
str.UID client.Player.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;
        }
    }


وبعدين تخوش علي JiangHu.cs هتلاقيه في GamePackets
هتمسح الي فيه كلو وتبدلو بي دا

كود:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace 
Mr_Panda.Network.GamePackets
{
    public class 
JiangHu Writer
    
{
        public const 
byte IconBar 0InfoStauts 7UpdateTalent 5UpdateStar 11OpenStage 12UpdateTime 13SetName 14;

        private 
byte[] packet;

        private 
uint Leng(string[] dat)
        {
            
uint len 0;
            foreach (
string line in dat)
                
len += (byte)line.Length;
            return (
uint)(len dat.Length);
        }

        public 
JiangHu()
        {
            
Texts = new List<string>();

        }
        public List<
stringTexts;
        public 
byte Mode 0;

        public 
void CreateArray()
        {
            
packet = new byte[Leng(Texts.ToArray()) + 8];//6
            
WriteUInt16((ushort)(packet.Length 8), 0packet);
            
WriteUInt16(27002packet);
            
WriteByte(Mode4packet);
            
WriteByte((byte)Texts.Count5packet);
            
ushort position 6;
            for (
ushort x 0Texts.Countx++)
            {
                
string text Texts[x];
                
WriteByte((byte)text.Lengthpositionpacket);
                
WriteString(text, (ushort)(position 1), packet);
                
position += (ushort)(text.Length 1);
            }
        }
        public 
void Clear()
        {
            
Texts.Clear();
        }
        public 
void Send(Client.GameState client)
        {
            if (
packet != null)
            {
                
client.Send(packet.ToArray());
            }
        }
    }


حل للايرور ده

قديم 2020-03-31, 10:51 PM
المشاركة 8
ElSaher
.:: عضو خبير ::.
  • غير متواجد
افتراضي رد: مشكلة في سورس mr online
ياريت الكود الي جالك في الايورر وا الكلمت

قديم 2020-03-31, 11:36 PM
المشاركة 9
stevenayman1
.:: عضو نشيط ::.
  • غير متواجد
افتراضي رد: مشكلة في سورس mr online
ياريت الكود الي جالك في الايورر وا الكلمت

قديم 2020-03-31, 11:57 PM
المشاركة 10
ElSaher
.:: عضو خبير ::.
  • غير متواجد
افتراضي رد: مشكلة في سورس mr online
هتضيف الكود دا في entity

كود:
  public void Send(IPacket buffer)
        {
            
Send(buffer.ToArray());
        } 

ودا كمان هتضيف الكود دا في entity

كود:
  public void Die(Entity killer)
        {
            try
            {
                    
#region Unique Killer
                
if (EntityFlag == EntityFlag.Entity && killer.EntityFlag == EntityFlag.Entity)
                {
                    if (
killer.MapID == 2014)
                    {
                        if (
killer.MapID == 2014)
                        {
                            
killer.Owner.uniquepoints += 1;
                            if (
killer.Owner.uniquepoints >= 20)
                            {
                                
Network.GamePackets.NpcReply npc = new Network.GamePackets.NpcReply(6"Congratulations, You Have Now " killer.Owner.uniquepoints "  Points you can claim your prize now!");
                                
npc.OptionID 255;
                                
killer.Owner.Send(npc.ToArray());
                            }
                            else
                            {
                                
Network.GamePackets.NpcReply npc = new Network.GamePackets.NpcReply(6"You Have Now " killer.Owner.uniquepoints "  Points Congratz you still need " + (20 killer.Owner.uniquepoints) + " more!");
                                
npc.OptionID 255;
                                
killer.Owner.Send(npc.ToArray());
                            }
                        }
                    }
                
#endregion 

وهتبجث عن الكود دا

كود:
                                    killer.AddFlag(Network.GamePackets.Update.Flags.Cursed); 

في entity
وهتضيف دا تحتو

كود:
killer.Owner.Send(update.ToArray()); 

في كلاس
الكود

كود:
 public byte[] ToArray()
        {
            return 
Buffer;
        } 



العلامات المرجعية



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

الانتقال السريع

المواضيع المتشابهه للموضوع: مشكلة في سورس mr online
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مشكله بسورس mr.online mahmeod مشكلات السيرفيرات كونكر الشخصيه 7 2020-05-03 10:51 AM
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