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المشاركات 74 |
+التقييم 0.03 |
تاريخ التسجيل Apr 2020 |
الاقامة |
نظام التشغيل |
رقم العضوية 3793 |
أفضل جواب - كتبه Uchiha T3Alo
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1- باكت 1006 او بالمعنى الادق باكت 1040 هو الى شامل الحاله بتاعت الاكونت وهو المسوال عن ان لما تعمل حاجه تتغير فى الاكونت الباكت الاول بيقراء التانى المسول عن التغير 2- بصراحه محتاج الواحد يراجع على السيستم بتاعك من الاول علشان تعرف المشكلة من ايه |
#region Character Statistics (1040)
case 1040:
{
uint UID = BitConverter.ToUInt32(packet, 8);
Client.GameState Client;
if (Kernel.GamePool.TryGetValue(UID, out Client))
{
WindowsStats WS = new WindowsStats(Client);
WS.Send(client);
}
break;
}
#endregion
#region Character Statistics (1040)
case 1040:
{
uint UID = BitConverter.ToUInt32(packet, 8);
Client.GameState Client;
if (Kernel.GamePool.TryGetValue(UID, out Client))
{
WindowsStats WS = new WindowsStats(Client);
WS.Send(client);
}
break;
}
#endregion
using System;
namespace PlayConquer.Network.GamePackets
{
public class CharacterInfo : Writer, Interfaces.IPacket
{
Client.GameState client;
public CharacterInfo(Client.GameState _client)
{
client = _client;
}
public void Deserialize(byte[] buffer)
{
throw new NotImplementedException();
}
public byte[] ToArray()
{
byte[] Packet = new byte[144 + client.Entity.Spouse.Length + client.Entity.Name.Length + 8];
WriteUInt16((ushort)(Packet.Length - 8), 0, Packet);
WriteUInt16(1006, 2, Packet);
WriteUInt32((uint)Time32.timeGetTime().GetHashCode(), 4, Packet);
WriteUInt32(client.Entity.UID, 8, Packet);
WriteUInt32(client.Entity.Mesh, 14, Packet);
WriteUInt16(client.Entity.HairStyle, 18, Packet);
Write(client.Entity.Money, 20, Packet);
Write(client.Entity.ConquerPoints, 28, Packet);
Writer.Write(client.Entity.Experience, 32, Packet);
Writer.Write(client.Entity.Strength, 60, Packet);
Writer.Write(client.Entity.Agility, 62, Packet);
Writer.Write(client.Entity.Vitality, 64, Packet);
Writer.Write(client.Entity.Spirit, 66, Packet);
Writer.Write(client.Entity.Atributes, 68, Packet);
Write(client.Entity.Hitpoints, 70, Packet);
Writer.Write(client.Entity.Mana, 74, Packet);
Writer.Write(client.Entity.PKPoints, 72, Packet);
Packet[78] = client.Entity.Level;
Packet[79] = client.Entity.Class;
Packet[80] = client.Entity.FirstRebornClass;
Packet[81] = client.Entity.SecondRebornClass;
Packet[83] = client.Entity.Reborn;
Writer.Write(client.Entity.Windwalker, 89, Packet);
Writer.Write((ushort)(client.Entity.EnlightenPoints * 100), 93, Packet);
Write(client.Entity.BoundCps, 107, Packet);
Write(client.Entity.SubClasses.Active, 111, Packet);
Write(client.Entity.SubClasses.GetHashPoint(), 112, Packet);
Writer.Write((UInt16)client.Entity.MyTitle, 103, Packet);
Writer.Write((ushort)client.Entity.CountryID, 124, Packet);
Writer.Write(3, 130 + 8, Packet);
Packet[139] = (byte)client.Entity.Name.Length;
Writer.Write(client.Entity.Name, 140, Packet);
Writer.Write((byte)client.Entity.Spouse.Length, 141 + client.Entity.Name.Length, Packet);
Writer.Write(client.Entity.Spouse, 142 + client.Entity.Name.Length, Packet);
return Packet;
}
public void Send(Client.GameState client)
{
client.Send(ToArray());
}
}
}
using System;
using PlayConquer;
using PlayConquer.Client;
using PlayConquer.Network;
namespace PlayConquer.Network.GamePackets
{
public class WindowsStats : Writer, Interfaces.IPacket
{
byte[] array;
public WindowsStats(Client.GameState client)
{
array = new Byte[144 + 8];
Writer.Write((UInt16)(array.Length - 8), 0, array);
Writer.Write((UInt16)1040, 2, array);
Writer.Write((UInt32)Time32.timeGetTime().GetHashCode(), 4, array);
Writer.Write(client.Entity.UID, 8, array);
Writer.Write(client.Entity.MaxHitpoints, 12, array);
Writer.Write((UInt32)client.Entity.MaxMana, 16, array);
Writer.Write((UInt32)client.Entity.MaxAttack, 20, array);
Writer.Write((UInt32)client.Entity.MinAttack, 24, array);
Writer.Write((UInt32)client.Entity.Defence, 28, array);
Writer.Write((UInt32)client.Entity.MagicAttack, 32, array);
Writer.Write((UInt32)client.Entity.MagicDefence, 36, array);
Writer.Write((UInt32)client.Entity.Dodge, 40, array);
Writer.Write((UInt32)client.Entity.Agility + client.Entity.HitRate, 44, array);
Writer.Write((UInt32)(client.Entity.Accuracy), 48, array);
Writer.Write((UInt32)(client.Entity.Gems[1]), 52, array);
Writer.Write((UInt32)(client.Entity.Gems[0]), 56, array);
Writer.Write((UInt32)(client.Entity.MagicDefencePercent), 60, array);
Writer.Write((UInt32)(client.Entity.Gems[7]), 64, array);
Writer.Write((UInt32)((1 - client.Entity.ItemBless) * 100), 68, array);
Writer.Write((UInt32)client.Entity.CriticalStrike, 72, array);
Writer.Write((UInt32)client.Entity.SkillCStrike, 76, array);
Writer.Write((UInt32)client.Entity.Immunity, 80, array);
Writer.Write((UInt32)client.Entity.Penetration, 84, array);
Writer.Write((UInt32)client.Entity.Block, 88, array);
Writer.Write((UInt32)client.Entity.Breaktrough, 92, array);
Writer.Write((UInt32)client.Entity.Counteraction, 96, array);
Writer.Write((UInt32)client.Entity.Detoxication, 100, array);
Writer.Write((UInt32)client.Entity.PhysicalDamageIncrease, 104, array);
Writer.Write((UInt32)client.Entity.MagicDamageIncrease, 108, array);
Writer.Write((UInt32)client.Entity.PhysicalDamageDecrease, 112, array);
Writer.Write((UInt32)client.Entity.MagicDamageDecrease, 116, array);
Writer.Write((UInt32)client.Entity.MetalResistance, 120, array);
Writer.Write((UInt32)client.Entity.WoodResistance, 124, array);
Writer.Write((UInt32)client.Entity.WaterResistance, 128, array);
Writer.Write((UInt32)client.Entity.FireResistance, 132, array);
Writer.Write((UInt32)client.Entity.EarthResistance, 136, array);
Writer.Write((UInt16)client.Equipment.TotalStars, 140, array);
}
public void Send(Client.GameState client)
{
client.Send(array);
}
public byte[] ToArray()
{
return array;
}
public void Deserialize(byte[] buffer)
{
array = buffer;
}
}
}
using System;
namespace PlayConquer.Network.GamePackets
{
public class CharacterInfo : Writer, Interfaces.IPacket
{
Client.GameState client;
public CharacterInfo(Client.GameState _client)
{
client = _client;
}
public void Deserialize(byte[] buffer)
{
throw new NotImplementedException();
}
public byte[] ToArray()
{
byte[] Packet = new byte[144 + client.Entity.Spouse.Length + client.Entity.Name.Length + 8];
WriteUInt16((ushort)(Packet.Length - 8), 0, Packet);
WriteUInt16(1006, 2, Packet);
WriteUInt32((uint)Time32.timeGetTime().GetHashCode(), 4, Packet);
WriteUInt32(client.Entity.UID, 8, Packet);
WriteUInt32(client.Entity.Mesh, 14, Packet);
WriteUInt16(client.Entity.HairStyle, 18, Packet);
Write(client.Entity.Money, 20, Packet);
Write(client.Entity.ConquerPoints, 28, Packet);
Writer.Write(client.Entity.Experience, 32, Packet);
Writer.Write(client.Entity.Strength, 60, Packet);
Writer.Write(client.Entity.Agility, 62, Packet);
Writer.Write(client.Entity.Vitality, 64, Packet);
Writer.Write(client.Entity.Spirit, 66, Packet);
Writer.Write(client.Entity.Atributes, 68, Packet);
Write(client.Entity.Hitpoints, 70, Packet);
Writer.Write(client.Entity.Mana, 74, Packet);
Writer.Write(client.Entity.PKPoints, 72, Packet);
Packet[78] = client.Entity.Level;
Packet[79] = client.Entity.Class;
Packet[80] = client.Entity.FirstRebornClass;
Packet[81] = client.Entity.SecondRebornClass;
Packet[83] = client.Entity.Reborn;
Writer.Write(client.Entity.Windwalker, 89, Packet);
Writer.Write((ushort)(client.Entity.EnlightenPoints * 100), 93, Packet);
Write(client.Entity.BoundCps, 107, Packet);
Write(client.Entity.SubClasses.Active, 111, Packet);
Write(client.Entity.SubClasses.GetHashPoint(), 112, Packet);
Writer.Write((UInt16)client.Entity.MyTitle, 103, Packet);
Writer.Write((ushort)client.Entity.CountryID, 124, Packet);
Writer.Write(3, 130 + 8, Packet);
Packet[139] = (byte)client.Entity.Name.Length;
Writer.Write(client.Entity.Name, 140, Packet);
Writer.Write((byte)client.Entity.Spouse.Length, 141 + client.Entity.Name.Length, Packet);
Writer.Write(client.Entity.Spouse, 142 + client.Entity.Name.Length, Packet);
return Packet;
}
public void Send(Client.GameState client)
{
client.Send(ToArray());
}
}
}
using System;
using PlayConquer;
using PlayConquer.Client;
using PlayConquer.Network;
namespace PlayConquer.Network.GamePackets
{
public class WindowsStats : Writer, Interfaces.IPacket
{
byte[] array;
public WindowsStats(Client.GameState client)
{
array = new Byte[144 + 8];
Writer.Write((UInt16)(array.Length - 8), 0, array);
Writer.Write((UInt16)1040, 2, array);
Writer.Write((UInt32)Time32.timeGetTime().GetHashCode(), 4, array);
Writer.Write(client.Entity.UID, 8, array);
Writer.Write(client.Entity.MaxHitpoints, 12, array);
Writer.Write((UInt32)client.Entity.MaxMana, 16, array);
Writer.Write((UInt32)client.Entity.MaxAttack, 20, array);
Writer.Write((UInt32)client.Entity.MinAttack, 24, array);
Writer.Write((UInt32)client.Entity.Defence, 28, array);
Writer.Write((UInt32)client.Entity.MagicAttack, 32, array);
Writer.Write((UInt32)client.Entity.MagicDefence, 36, array);
Writer.Write((UInt32)client.Entity.Dodge, 40, array);
Writer.Write((UInt32)client.Entity.Agility + client.Entity.HitRate, 44, array);
Writer.Write((UInt32)(client.Entity.Accuracy), 48, array);
Writer.Write((UInt32)(client.Entity.Gems[1]), 52, array);
Writer.Write((UInt32)(client.Entity.Gems[0]), 56, array);
Writer.Write((UInt32)(client.Entity.MagicDefencePercent), 60, array);
Writer.Write((UInt32)(client.Entity.Gems[7]), 64, array);
Writer.Write((UInt32)((1 - client.Entity.ItemBless) * 100), 68, array);
Writer.Write((UInt32)client.Entity.CriticalStrike, 72, array);
Writer.Write((UInt32)client.Entity.SkillCStrike, 76, array);
Writer.Write((UInt32)client.Entity.Immunity, 80, array);
Writer.Write((UInt32)client.Entity.Penetration, 84, array);
Writer.Write((UInt32)client.Entity.Block, 88, array);
Writer.Write((UInt32)client.Entity.Breaktrough, 92, array);
Writer.Write((UInt32)client.Entity.Counteraction, 96, array);
Writer.Write((UInt32)client.Entity.Detoxication, 100, array);
Writer.Write((UInt32)client.Entity.PhysicalDamageIncrease, 104, array);
Writer.Write((UInt32)client.Entity.MagicDamageIncrease, 108, array);
Writer.Write((UInt32)client.Entity.PhysicalDamageDecrease, 112, array);
Writer.Write((UInt32)client.Entity.MagicDamageDecrease, 116, array);
Writer.Write((UInt32)client.Entity.MetalResistance, 120, array);
Writer.Write((UInt32)client.Entity.WoodResistance, 124, array);
Writer.Write((UInt32)client.Entity.WaterResistance, 128, array);
Writer.Write((UInt32)client.Entity.FireResistance, 132, array);
Writer.Write((UInt32)client.Entity.EarthResistance, 136, array);
Writer.Write((UInt16)client.Equipment.TotalStars, 140, array);
}
public void Send(Client.GameState client)
{
client.Send(array);
}
public byte[] ToArray()
{
return array;
}
public void Deserialize(byte[] buffer)
{
array = buffer;
}
}
}
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| الذين يشاهدون محتوى الموضوع الآن : 1 ( الأعضاء 0 والزوار 1) | |
|
| الموضوع | كاتب الموضوع | المنتدى | مشاركات | آخر مشاركة |
| محتاج كلينت يكون متوافق مع سورس PlayConquer 2D | Ahmed Mosalam | مشكلات السيرفيرات كونكر الشخصيه | 3 | 2020-07-26 09:59 AM |
| لو سمحت محتاج مساعدة انا محتاج اتعلم ازاى اعدل على سورسات كونكر وافكسدها | fersony | مشكلات السيرفيرات كونكر الشخصيه | 2 | 2020-03-09 01:46 PM |
| محتاج مساعدة اخر | مصطفي سمير | مشكلات السيرفيرات كونكر الشخصيه | 8 | 2019-08-27 10:12 AM |
| محتاج مساعدة | مصطفي سمير | مشكلات السيرفيرات كونكر الشخصيه | 1 | 2019-08-27 01:01 AM |
| محتاج مساعدة | bebo100 | مشكلات السيرفيرات كونكر الشخصيه | 5 | 2019-07-31 07:20 AM |