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-   -   مطلوب شرح حماية اللعبة من الهاك (https://conquer-arab.com/showthread.php?t=880)

ahmedfathy 2019-07-20 09:44 PM

مطلوب شرح حماية اللعبة من الهاك
 
مطلوب شرح حماية اللعبة من الهاك
يا رجاله الناس عندي بردوه بتشغل هاك في اللعبة ومش لقي حل

معني شغال بي لودر اكس ميجوا وبيشغله هاك بدروه
ياريت حل

Hassan Emprator 2019-07-20 09:57 PM

رد: مطلوب شرح حماية اللعبة من الهاك
 
لو انت بي لودر ميجو عا النت هيشغلو هاك لو انت شاري بتاع ميجو المدفوع مش هتلاقي الهاك واي هاك تعرفه هتكتبه في السورس كدا الهاك اتمنع حاول تتشري لودر ميجو الاصلي

Rider 2019-07-20 10:46 PM

رد: مطلوب شرح حماية اللعبة من الهاك
 
للاسف مفيش لودر كامل 100% حتي كونكر اونلاين فيها هاك

ايه نوع الهاك الي بيشتغل عندك عشان نشوفله حل ؟

ahmedfathy 2019-07-20 11:56 PM

رد: مطلوب شرح حماية اللعبة من الهاك
 
اقتباس:

المشاركة الأصلية كتبت بواسطة rider (المشاركة 5787)
للاسف مفيش لودر كامل 100% حتي كونكر اونلاين فيها هاك

ايه نوع الهاك الي بيشتغل عندك عشان نشوفله حل ؟

شكرآ علي ردك وانت راجل محترم الاتو كليكر بيشتغل علي لودر ميجوا والكليكر ومش لقي حل

Rider 2019-07-21 05:48 AM

رد: مطلوب شرح حماية اللعبة من الهاك
 
حبيبي العفو

في حل مش فعال بس اهو يقضي الغرض
بسم الله و الصلاة و السلام علي رسول الله
هتيجي عند الاسكله الي عايز تشيل منها الاوتو كلكر

ف الشرح هنشتغل ع اسكلة النينجا

كود PHP:

#region SuperTwofoldBlade
                                
case 12080:
                                    {
                                        if (
CanUseSpell(spell, attacker.Owner))
                                        {
                                            
//var dis = spell.Distance;
                                            //if (Kernel.GetDistance(attacker.X, attacker.Y, X, Y) <= dis)
                                            
if (Kernel.GetDistance(attacker.X, attacker.Y, X, Y) <= spell.Distance)
                                            {
                                                
PrepareSpell(spell, attacker.Owner);

                                                
SpellUse suse = new SpellUse(true);
                                                
suse.Attacker = attacker.UID;
                                                
suse.SpellID = spell.ID;
                                                
suse.SpellLevel = spell.Level;
                                                
suse.X = X;
                                                
suse.Y = Y;
                                                
//suse.SpellLevelHu = client_Spell.UseSpell;
                                                
Game.Attacking.InLineAlgorithm ila = new KhaledMohamed.Game.Attacking.InLineAlgorithm(attacker.X,
                              
X, attacker.Y, Y, (byte)spell.Range, InLineAlgorithm.Algorithm.DDA);
                                                
bool aaAttack = false;
                                                var Array = 
attacker.Owner.Screen.Objects;
                                                foreach (
Interfaces.IMapObject _obj in Array)
                                                {
                                                    if (
_obj.MapObjType == MapObjectType.Monster)
                                                    {
                                                        
attacked = _obj as Entity;
                                                        if (
Kernel.GetDistance(attacker.X, attacker.Y, attacked.X, attacked.Y) <= 7)
                                                        {
                                                            if (
attacked.UID == Target)
                                                            {
                                                                if (
CanAttack(attacker, attacked, spell, attack.AttackType == Attack.Melee))
                                                                {
                                                                    
aaAttack = true;
                                                                    var 
damage = Game.Attacking.Calculate.Melee(attacker, attacked, ref attack, client_Spell.LevelHu2);
                                                                    
damage = (uint)(damage * 1.4);
                                                                    
ReceiveAttack(attacker, attacked, attack, ref damage, spell);

                                                                    
suse.AddTarget(attacked, damage, attack);
                                                                }
                                                            }
                                                            else if (
ila.InLine(attacked.X, attacked.Y))
                                                            {
                                                                if (
CanAttack(attacker, attacked, spell, attack.AttackType == Attack.Melee))
                                                                {
                                                                    
aaAttack = true;
                                                                    var 
damage = Game.Attacking.Calculate.Melee(attacker, attacked, spell, ref attack, client_Spell.LevelHu2);
                                                                    
damage = (uint)(damage * 0.1);
                                                                    
ReceiveAttack(attacker, attacked, attack, ref damage, spell);

                                                                    
suse.AddTarget(attacked, damage, attack);
                                                                }
                                                            }
                                                        }
                                                    }
                                                    else if (
_obj.MapObjType == MapObjectType.Entity)
                                                    {
                                                        
attacked = _obj as Entity;
                                                        if (
Kernel.GetDistance(attacker.X, attacker.Y, attacked.X, attacked.Y) <= 7)
                                                        {
                                                            if (
attacked.UID == Target)
                                                            {
                                                                if (
CanAttack(attacker, attacked, spell, attack.AttackType == Attack.Melee))
                                                                {
                                                                    
aaAttack = true;
                                                                    var 
damage = Game.Attacking.Calculate.Ranged(attacker, attacked, ref attack, client_Spell.LevelHu2);
                                                                    
damage = (uint)(damage * 80 / 100);
                                                                    
ReceiveAttack(attacker, attacked, attack, ref damage, spell);

                                                                    
suse.AddTarget(attacked, damage, attack);
                                                                }
                                                            }
                                                        }
                                                    }
                                                    else if (
_obj.MapObjType == MapObjectType.SobNpc)
                                                    {
                                                        
attackedsob = _obj as SobNpcSpawn;
                                                        if (
attackedsob.UID == Target)
                                                        {
                                                            if (
CanAttack(attacker, attackedsob, spell))
                                                            {
                                                                
aaAttack = true;
                                                                
// if (!moveIn.InRange(attackedsob.X, attackedsob.Y, 4, ranger))
                                                                //  continue;
                                                                
var damage = Game.Attacking.Calculate.Melee(attacker, attackedsob, ref attack);
                                                                
damage = (uint)(damage * 2.4);
                                                                
ReceiveAttack(attacker, attackedsob, attack, damage, spell);
                                                                
suse.AddTarget(attackedsob, damage, attack);
                                                            }
                                                        }
                                                    }
                                                }
                                                if (
aaAttack)
                                                    
attacker.Owner.SendScreen(suse, true);
                                                
//attacker.RadiantStamp = DateTime.Now;
                                            
}

                                        }
                                        break;
                                    }


                                
#endregion 

و دي بعد الاضافه
كود PHP:

#region SuperTwofoldBlade
case 12080:
{
if (
Time32.Now >= attacker.SpellStamp.AddMilliseconds(500))
{
if (
CanUseSpell(spell, attacker.Owner))
{
ushort Xx, Yx;
if (
attacked != null)
{
Xx = attacked.X;
Yx = attacked.Y;
}
else
{
Xx = attackedsob.X;
Yx = attackedsob.Y;
}
if (
Kernel.GetDistance(attacker.X, attacker.Y, Xx, Yx) <= spell.Distance)
{
if (
attackedsob == null)
if (
attacked.ContainsFlag(Update.Flags.Fly))
return;
if (
attacker.ContainsFlag(Update.Flags.Fly))
return;
PrepareSpell(spell, attacker.Owner);

SpellUse suse = new SpellUse(true);
suse.Attacker = attacker.UID;
suse.SpellID = spell.ID;
suse.SpellLevel = spell.Level;
suse.X = X;
suse.Y = Y;
bool send = false;

if (
attackedsob == null)
{
if (
CanAttack(attacker, attacked, spell, attack.AttackType == Attack.Melee))
{
attack.Effect1 = Attack.AttackEffects1.None;
uint damage = Game.Attacking.Calculate.Melee(attacker, attacked, ref attack);

if (
attacker.NobilityRank == HemaProject.Game.ConquerStructures.NobilityRank.King)
{
damage = (uint)(damage * 0.9);
}
if (
attacker.NobilityRank == HemaProject.Game.ConquerStructures.NobilityRank.Prince)
{
damage = (uint)(damage * 0.8);
}
if (
attacker.NobilityRank == HemaProject.Game.ConquerStructures.NobilityRank.Duke)
{
damage = (uint)(damage * 0.7);
}
if (
attacker.NobilityRank == HemaProject.Game.ConquerStructures.NobilityRank.Earl)
{
damage = (uint)(damage * 0.6);
}

suse.Effect1 = attack.Effect1;
ReceiveAttack(attacker, attacked, attack, ref damage, spell);

suse.AddTarget(attacked, damage, attack);
send = true;

if (
attacker.Owner.Spells.ContainsKey(0) && !attacked.Dead)
{
var 
s = attacker.Owner.Spells[0];
var 
spellz = Database.SpellTable.SpellInformations[s.ID][s.Level];
if (
spellz != null)
{
if (
Kernel.Rate(spellz.Percent))
{
SpellUse ssuse = new SpellUse(true);
ssuse.Attacker = attacker.UID;
ssuse.SpellID = spellz.ID;

ssuse.SpellLevel = spellz.Level;
damage = Game.Attacking.Calculate.Melee(attacker, attacked, ref attack);
ssuse.AddTarget(attacked, new SpellUse.DamageClass().Damage = damage, attack);
ReceiveAttack(attacker, attacked, attack, ref damage, spell);
attacker.Owner.SendScreen(ssuse, true);
}
}
}
}
}
else
{
if (
CanAttack(attacker, attackedsob, spell))
{
attack.Effect1 = Attack.AttackEffects1.None;
uint damage = Game.Attacking.Calculate.Melee(attacker, attackedsob, ref attack);
damage = (uint)(damage * 180 / 100);
ReceiveAttack(attacker, attackedsob, attack, damage, spell);
suse.Effect1 = attack.Effect1;

suse.AddTarget(attackedsob, damage, attack);
send = true;
}
}
if (
send)
attacker.Owner.SendScreen(suse, true);
attacker.SpellStamp = Time32.Now;
}
else
{
attacker.AttackPacket = null;
}
}
}
break;
}

#endregion 

طب احنا ضفنا ايه
بعد فتحة القوس الي بعد الاسكله
case xxxx
{
هتضيف
كود PHP:

 if (Time32.Now >= attacker.SpellStamp.AddMilliseconds(500))
                                        { 

بعد كده تنزل تحت لحد

if (aaAttack)
attacker.Owner.SendScreen(suse, true);
هتلافيها تحت خالص في اخر كود الاسكله
اول كلمه مش لازم تلاقيها نفس الشكل تاني كلمه لازم تلاقيها نفس الشكل المهم تحتها حط
كود PHP:

 attacker.SpellStamp = Time32.Now; 

تحت خالص بقا في اخر الاسكله هتلاقي
break;
}
فوق كلمة بريك حط قفلة قوس
}
بس كده
مبروك عليك الاسكله مش هتضرب غير بعد المده دي و ده هيقلل الكلكر

Mr~Rayzo 2019-07-21 11:13 AM

رد: مطلوب شرح حماية اللعبة من الهاك
 
اقتباس:

المشاركة الأصلية كتبت بواسطة rider (المشاركة 5863)
حبيبي العفو

في حل مش فعال بس اهو يقضي الغرض
بسم الله و الصلاة و السلام علي رسول الله
هتيجي عند الاسكله الي عايز تشيل منها الاوتو كلكر

ف الشرح هنشتغل ع اسكلة النينجا

كود PHP:

#region supertwofoldblade
                                
case 12080:
                                    {
                                        if (
canusespell(spell, attacker.owner))
                                        {
                                            
//var dis = spell.distance;
                                            //if (kernel.getdistance(attacker.x, attacker.y, x, y) <= dis)
                                            
if (kernel.getdistance(attacker.x, attacker.y, x, y) <= spell.distance)
                                            {
                                                
preparespell(spell, attacker.owner);

                                                
spelluse suse = new spelluse(true);
                                                
suse.attacker = attacker.uid;
                                                
suse.spellid = spell.id;
                                                
suse.spelllevel = spell.level;
                                                
suse.x = x;
                                                
suse.y = y;
                                                
//suse.spelllevelhu = client_spell.usespell;
                                                
game.attacking.inlinealgorithm ila = new khaledmohamed.game.attacking.inlinealgorithm(attacker.x,
                              
x, attacker.y, y, (byte)spell.range, inlinealgorithm.algorithm.dda);
                                                
bool aaattack = false;
                                                var array = 
attacker.owner.screen.objects;
                                                foreach (
interfaces.imapobject _obj in array)
                                                {
                                                    if (
_obj.mapobjtype == mapobjecttype.monster)
                                                    {
                                                        
attacked = _obj as entity;
                                                        if (
kernel.getdistance(attacker.x, attacker.y, attacked.x, attacked.y) <= 7)
                                                        {
                                                            if (
attacked.uid == target)
                                                            {
                                                                if (
canattack(attacker, attacked, spell, attack.attacktype == attack.melee))
                                                                {
                                                                    
aaattack = true;
                                                                    var 
damage = game.attacking.calculate.melee(attacker, attacked, ref attack, client_spell.levelhu2);
                                                                    
damage = (uint)(damage * 1.4);
                                                                    
receiveattack(attacker, attacked, attack, ref damage, spell);

                                                                    
suse.addtarget(attacked, damage, attack);
                                                                }
                                                            }
                                                            else if (
ila.inline(attacked.x, attacked.y))
                                                            {
                                                                if (
canattack(attacker, attacked, spell, attack.attacktype == attack.melee))
                                                                {
                                                                    
aaattack = true;
                                                                    var 
damage = game.attacking.calculate.melee(attacker, attacked, spell, ref attack, client_spell.levelhu2);
                                                                    
damage = (uint)(damage * 0.1);
                                                                    
receiveattack(attacker, attacked, attack, ref damage, spell);

                                                                    
suse.addtarget(attacked, damage, attack);
                                                                }
                                                            }
                                                        }
                                                    }
                                                    else if (
_obj.mapobjtype == mapobjecttype.entity)
                                                    {
                                                        
attacked = _obj as entity;
                                                        if (
kernel.getdistance(attacker.x, attacker.y, attacked.x, attacked.y) <= 7)
                                                        {
                                                            if (
attacked.uid == target)
                                                            {
                                                                if (
canattack(attacker, attacked, spell, attack.attacktype == attack.melee))
                                                                {
                                                                    
aaattack = true;
                                                                    var 
damage = game.attacking.calculate.ranged(attacker, attacked, ref attack, client_spell.levelhu2);
                                                                    
damage = (uint)(damage * 80 / 100);
                                                                    
receiveattack(attacker, attacked, attack, ref damage, spell);

                                                                    
suse.addtarget(attacked, damage, attack);
                                                                }
                                                            }
                                                        }
                                                    }
                                                    else if (
_obj.mapobjtype == mapobjecttype.sobnpc)
                                                    {
                                                        
attackedsob = _obj as sobnpcspawn;
                                                        if (
attackedsob.uid == target)
                                                        {
                                                            if (
canattack(attacker, attackedsob, spell))
                                                            {
                                                                
aaattack = true;
                                                                
// if (!movein.inrange(attackedsob.x, attackedsob.y, 4, ranger))
                                                                //  continue;
                                                                
var damage = game.attacking.calculate.melee(attacker, attackedsob, ref attack);
                                                                
damage = (uint)(damage * 2.4);
                                                                
receiveattack(attacker, attackedsob, attack, damage, spell);
                                                                
suse.addtarget(attackedsob, damage, attack);
                                                            }
                                                        }
                                                    }
                                                }
                                                if (
aaattack)
                                                    
attacker.owner.sendscreen(suse, true);
                                                
//attacker.radiantstamp = datetime.now;
                                            
}

                                        }
                                        break;
                                    }


                                
#endregion 

و دي بعد الاضافه
كود PHP:

#region supertwofoldblade
case 12080:
{
if (
time32.now >= attacker.spellstamp.addmilliseconds(500))
{
if (
canusespell(spell, attacker.owner))
{
ushort xx, yx;
if (
attacked != null)
{
xx = attacked.x;
yx = attacked.y;
}
else
{
xx = attackedsob.x;
yx = attackedsob.y;
}
if (
kernel.getdistance(attacker.x, attacker.y, xx, yx) <= spell.distance)
{
if (
attackedsob == null)
if (
attacked.containsflag(update.flags.fly))
return;
if (
attacker.containsflag(update.flags.fly))
return;
preparespell(spell, attacker.owner);

spelluse suse = new spelluse(true);
suse.attacker = attacker.uid;
suse.spellid = spell.id;
suse.spelllevel = spell.level;
suse.x = x;
suse.y = y;
bool send = false;

if (
attackedsob == null)
{
if (
canattack(attacker, attacked, spell, attack.attacktype == attack.melee))
{
attack.effect1 = attack.attackeffects1.none;
uint damage = game.attacking.calculate.melee(attacker, attacked, ref attack);

if (
attacker.nobilityrank == hemaproject.game.conquerstructures.nobilityrank.king)
{
damage = (uint)(damage * 0.9);
}
if (
attacker.nobilityrank == hemaproject.game.conquerstructures.nobilityrank.prince)
{
damage = (uint)(damage * 0.8);
}
if (
attacker.nobilityrank == hemaproject.game.conquerstructures.nobilityrank.duke)
{
damage = (uint)(damage * 0.7);
}
if (
attacker.nobilityrank == hemaproject.game.conquerstructures.nobilityrank.earl)
{
damage = (uint)(damage * 0.6);
}

suse.effect1 = attack.effect1;
receiveattack(attacker, attacked, attack, ref damage, spell);

suse.addtarget(attacked, damage, attack);
send = true;

if (
attacker.owner.spells.containskey(0) && !attacked.dead)
{
var 
s = attacker.owner.spells[0];
var 
spellz = database.spelltable.spellinformations[s.id][s.level];
if (
spellz != null)
{
if (
kernel.rate(spellz.percent))
{
spelluse ssuse = new spelluse(true);
ssuse.attacker = attacker.uid;
ssuse.spellid = spellz.id;

ssuse.spelllevel = spellz.level;
damage = game.attacking.calculate.melee(attacker, attacked, ref attack);
ssuse.addtarget(attacked, new spelluse.damageclass().damage = damage, attack);
receiveattack(attacker, attacked, attack, ref damage, spell);
attacker.owner.sendscreen(ssuse, true);
}
}
}
}
}
else
{
if (
canattack(attacker, attackedsob, spell))
{
attack.effect1 = attack.attackeffects1.none;
uint damage = game.attacking.calculate.melee(attacker, attackedsob, ref attack);
damage = (uint)(damage * 180 / 100);
receiveattack(attacker, attackedsob, attack, damage, spell);
suse.effect1 = attack.effect1;

suse.addtarget(attackedsob, damage, attack);
send = true;
}
}
if (
send)
attacker.owner.sendscreen(suse, true);
attacker.spellstamp = time32.now;
}
else
{
attacker.attackpacket = null;
}
}
}
break;
}

#endregion 

طب احنا ضفنا ايه
بعد فتحة القوس الي بعد الاسكله
case xxxx
{
هتضيف
كود PHP:

 if (time32.now >= attacker.spellstamp.addmilliseconds(500))
                                        { 

بعد كده تنزل تحت لحد

if (aaattack)
attacker.owner.sendscreen(suse, true);
هتلافيها تحت خالص في اخر كود الاسكله
اول كلمه مش لازم تلاقيها نفس الشكل تاني كلمه لازم تلاقيها نفس الشكل المهم تحتها حط
كود PHP:

 attacker.spellstamp = time32.now; 

تحت خالص بقا في اخر الاسكله هتلاقي
break;
}
فوق كلمة بريك حط قفلة قوس
}
بس كده
مبروك عليك الاسكله مش هتضرب غير بعد المده دي و ده هيقلل الكلكر

فعلا الاكواد دى تمام انا ضايفها اى سورسى الجديد

Rider 2019-07-21 03:04 PM

رد: مطلوب شرح حماية اللعبة من الهاك
 
اقتباس:

المشاركة الأصلية كتبت بواسطة rayzo (المشاركة 5879)
فعلا الاكواد دى تمام انا ضايفها اى سورسى الجديد

عاش بالتوفيق ان شاء الله


الساعة الآن 03:21 AM

مرحبا بكم في منتدي اكواد لتطوير الالعاب
new notificatio by 9adq_ala7sas