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10

المشاهدات
932
 
zezonever
.:: عضو نشيط ::.
الإجابات المقدمة: 23

    غير متواجد

المشاركات
199

+التقييم
0.08

تاريخ التسجيل
Oct 2019

الاقامة

نظام التشغيل

رقم العضوية
2186
2019-12-22, 03:39 AM
المشاركة 1
2019-12-22, 03:39 AM
المشاركة 1
Like تمت الإجابة موضوع عن الاستريك
سلامه عليكم ورحمه الله

عاوز انزل نسبه الاستريك مثلا النسبه 100 % دلوقتي بيطلع عادي انا عاوزه يطلع كل فيييييين وفيييين يعني اخالي النسبه 30 % او 40 %

ملف ايه بظبط عشان اعدل منه علشان انا بعدل من ملف PvP.cs ياريت التعديل الصحيح


أفضل جواب - كتبه Rider
calculate.cs


كود:
 public static void Refinary(Entity attacker, Entity attacked, ref double Damage, ref Attack Packet, bool magic = false) 

بدله ب ده

كود:
  public static void Refinary(Entity attacker, Entity attacked, ref double Damage, ref Attack Packet, bool magic = false)
        {
            if (
attacker.Name == "Thundercloud") return;
            if (
attacker.EntityFlag == EntityFlag.Entity)
            {
                if (!
attacker.IsTaoist(attacker.Class))
                {
                    if (
attacked.BattlePower > attacker.BattlePower)
                    {
                        if (
attacker.Breaktrough > 0)
                        {
                            if (
attacker.Breaktrough > attacked.Counteraction)
                            {
                                
double Power = (double)(attacker.Breaktrough - attacked.Counteraction);
                                if (
attacker.NobilityRank < ConquerStructures.NobilityRank.King)
                                {
                                    
Power = (double)(Power / 0);
                                    if (
MyMath.Success2(Power))
                                    {
                                        
Damage += Damage * 0 / 1;
                                        
Damage += 15000;
                                        
Packet.Effect1 |= Attack.AttackEffects1.Break;
                                    }
                                    else 
Immu(attacked);
                                }
                                else
                                {
                                    
Power = (double)(Power / 0);
                                    if (
MyMath.Success(Power))
                                    {
                                        
Damage += Damage * 0 / 1;
                                        
Packet.Effect1 |= Attack.AttackEffects1.Break;
                                    }
                                    else 
Immu(attacked);
                                }
                            }
                            else
                                
Immu(attacked);

                        }
                    }
                    if (
RateStatus(80))
                    {

                        if (!
magic)
                        {
                            if (
attacker.CriticalStrike > 0)
                            {
                                if (
attacker.CriticalStrike > attacked.Immunity)
                                {
                                    
double Power = (double)(attacker.CriticalStrike - attacked.Immunity);
                                    if (
Kernel.ChanceSuccess2(((float)attacker.CriticalStrike / 300f) - ((float)attacked.Immunity / 300f)))
                                    {
                                        
Damage += 15000;
                                        
Packet.Effect1 |= Attack.AttackEffects1.CriticalStrike;
                                    }

                                    else
                                        
Immu(attacked);

                                }
                                else
                                    
Immu(attacked);
                            }
                        }
                        else
                        {
                            if (
attacker.Penetration > 0)
                            {
                                
double Power = (double)(attacker.Penetration / 1);
                                if (
MyMath.Success(Power))
                                {
                                    
Damage += Damage * 0 / 4;
                                    
Packet.Effect1 |= Attack.AttackEffects1.Penetration;
                                }
                                else if (
attacker.SkillCStrike > 0)
                                {
                                    if (
attacker.SkillCStrike >= attacked.Immunity)
                                    {
                                        
Power = (double)(attacker.SkillCStrike - attacked.Immunity);
                                        
Power = (double)(Power / 100);
                                        if (
MyMath.Success(Power))
                                        {
                                            
Damage += Damage * 50 / 100;
                                            
Packet.Effect1 |= Attack.AttackEffects1.CriticalStrike;
                                        }
                                        else
                                            
Immu(attacked);
                                    }

                                }
                                else
                                    
Immu(attacked);
                            }
                            else if (
attacker.SkillCStrike > 0)
                            {
                                if (
attacker.SkillCStrike >= attacked.Immunity)
                                {
                                    
double Power = (double)(attacker.SkillCStrike - attacked.Immunity);
                                    
Power = (double)(Power / 100);
                                    if (
MyMath.Success(Power))
                                    {
                                        
Damage += Damage * 50 / 100;
                                        
Packet.Effect1 |= Attack.AttackEffects1.CriticalStrike;
                                    }
                                    else
                                        
Immu(attacked);
                                }

                            }
                            else
                                
Immu(attacked);
                        }
                    }
                }
            }
            if (
attacked.EntityFlag == EntityFlag.Entity)
            {
                if (
RateStatus(5))
                {
                    if (
attacked.Block > 0)
                    {
                        
double Power = (double)(attacked.Block / 2);
                        if (
MyMath.Success(Power))
                        {
                            
Damage = Damage / 2;
                            
Packet.Effect1 |= Attack.AttackEffects1.Block;
                        }
                    }
                    if (
attacked.IsShieldBlock)
                    {
                        if (
MyMath.Success(attacked.ShieldBlockPercent))
                        {
                            
Damage = Damage / 2;
                            
Packet.Effect1 |= Attack.AttackEffects1.Block;
                        }
                    }

                }
            }
        } 

قديم 2019-12-22, 03:56 AM
المشاركة 2
Rider
.:: نائب المدير ::.
الإجابات المقدمة: 989
  • غير متواجد
افتراضي رد: موضوع عن الاستريك
handle.cs


كود:
  public static void ReceiveAttack( 


كود:
#region Perfection 

بدله ب ده

كود:
#region Perfection
            
if (attacker.EntityFlag == EntityFlag.Entity)
            {
                
#region Perfection
                
Game.Enums.PerfectionEffect effect = Enums.PerfectionEffect.CalmWind;
                
byte chance = 0;
                new 
MsgRefineEffect().GenerateEffectandChance(attacker.Owner, ref effect, ref chance);
                if (
Kernel.Rate(10))
                {
                    new 
MsgRefineEffect().SendEffect(attacker, attacked, effect);
                }
                
#endregion
            
}
            if (
attacker.EntityFlag == EntityFlag.Entity)
            {
                
#region Perfection
                
byte chance = 0;
                new 
MsgRefineEffect().HandleLuckyStrike(attacker, ref chance);
                if (
Kernel.Rate(1))
                {
                    
Network.Writer.WriteUInt16((ushort)(1 << 10), 36, attack.ToArray());
                    new 
MsgRefineEffect().SendEffect(attacker, attacked, Game.Enums.PerfectionEffect.LuckyStrike);
                    
damage *= 2;
                }
                
#endregion
            
}
            if (
attacked.EntityFlag == EntityFlag.Entity)
            {
                
#region Perfection
                
byte chance = 1;
                new 
MsgRefineEffect().HandleStrickeLock(attacker, ref chance);
                if (
Kernel.Rate(3))
                {
                    
Game.Enums.PerfectionEffect effect = Enums.PerfectionEffect.Stricklock;
                    new 
MsgRefineEffect().SendEffect(attacked, attacker, effect);
                    return;
                }
                
#endregion
            
}
            if (
attacked.EntityFlag == EntityFlag.Entity)
            {
                
#region Perfection
                
Game.Enums.PerfectionEffect effect = Enums.PerfectionEffect.MirrorofSin;
                
byte chance = 0;
                new 
MsgRefineEffect().HandleMirror(attacked, ref chance);
                if (
Kernel.Rate(1))
                {
                    new 
MsgRefineEffect().SendEffect(attacked, attacker, effect);
                    
attacked.AddFlag(Network.GamePackets.Update.Flags.XPList);
                }
                
#endregion
            
}
            
#endregion 


قديم 2019-12-22, 03:59 AM
المشاركة 3
Rider
.:: نائب المدير ::.
الإجابات المقدمة: 989
  • غير متواجد
افتراضي رد: موضوع عن الاستريك
calculate.cs


كود:
 public static void Refinary(Entity attacker, Entity attacked, ref double Damage, ref Attack Packet, bool magic = false) 

بدله ب ده

كود:
  public static void Refinary(Entity attacker, Entity attacked, ref double Damage, ref Attack Packet, bool magic = false)
        {
            if (
attacker.Name == "Thundercloud") return;
            if (
attacker.EntityFlag == EntityFlag.Entity)
            {
                if (!
attacker.IsTaoist(attacker.Class))
                {
                    if (
attacked.BattlePower > attacker.BattlePower)
                    {
                        if (
attacker.Breaktrough > 0)
                        {
                            if (
attacker.Breaktrough > attacked.Counteraction)
                            {
                                
double Power = (double)(attacker.Breaktrough - attacked.Counteraction);
                                if (
attacker.NobilityRank < ConquerStructures.NobilityRank.King)
                                {
                                    
Power = (double)(Power / 0);
                                    if (
MyMath.Success2(Power))
                                    {
                                        
Damage += Damage * 0 / 1;
                                        
Damage += 15000;
                                        
Packet.Effect1 |= Attack.AttackEffects1.Break;
                                    }
                                    else 
Immu(attacked);
                                }
                                else
                                {
                                    
Power = (double)(Power / 0);
                                    if (
MyMath.Success(Power))
                                    {
                                        
Damage += Damage * 0 / 1;
                                        
Packet.Effect1 |= Attack.AttackEffects1.Break;
                                    }
                                    else 
Immu(attacked);
                                }
                            }
                            else
                                
Immu(attacked);

                        }
                    }
                    if (
RateStatus(80))
                    {

                        if (!
magic)
                        {
                            if (
attacker.CriticalStrike > 0)
                            {
                                if (
attacker.CriticalStrike > attacked.Immunity)
                                {
                                    
double Power = (double)(attacker.CriticalStrike - attacked.Immunity);
                                    if (
Kernel.ChanceSuccess2(((float)attacker.CriticalStrike / 300f) - ((float)attacked.Immunity / 300f)))
                                    {
                                        
Damage += 15000;
                                        
Packet.Effect1 |= Attack.AttackEffects1.CriticalStrike;
                                    }

                                    else
                                        
Immu(attacked);

                                }
                                else
                                    
Immu(attacked);
                            }
                        }
                        else
                        {
                            if (
attacker.Penetration > 0)
                            {
                                
double Power = (double)(attacker.Penetration / 1);
                                if (
MyMath.Success(Power))
                                {
                                    
Damage += Damage * 0 / 4;
                                    
Packet.Effect1 |= Attack.AttackEffects1.Penetration;
                                }
                                else if (
attacker.SkillCStrike > 0)
                                {
                                    if (
attacker.SkillCStrike >= attacked.Immunity)
                                    {
                                        
Power = (double)(attacker.SkillCStrike - attacked.Immunity);
                                        
Power = (double)(Power / 100);
                                        if (
MyMath.Success(Power))
                                        {
                                            
Damage += Damage * 50 / 100;
                                            
Packet.Effect1 |= Attack.AttackEffects1.CriticalStrike;
                                        }
                                        else
                                            
Immu(attacked);
                                    }

                                }
                                else
                                    
Immu(attacked);
                            }
                            else if (
attacker.SkillCStrike > 0)
                            {
                                if (
attacker.SkillCStrike >= attacked.Immunity)
                                {
                                    
double Power = (double)(attacker.SkillCStrike - attacked.Immunity);
                                    
Power = (double)(Power / 100);
                                    if (
MyMath.Success(Power))
                                    {
                                        
Damage += Damage * 50 / 100;
                                        
Packet.Effect1 |= Attack.AttackEffects1.CriticalStrike;
                                    }
                                    else
                                        
Immu(attacked);
                                }

                            }
                            else
                                
Immu(attacked);
                        }
                    }
                }
            }
            if (
attacked.EntityFlag == EntityFlag.Entity)
            {
                if (
RateStatus(5))
                {
                    if (
attacked.Block > 0)
                    {
                        
double Power = (double)(attacked.Block / 2);
                        if (
MyMath.Success(Power))
                        {
                            
Damage = Damage / 2;
                            
Packet.Effect1 |= Attack.AttackEffects1.Block;
                        }
                    }
                    if (
attacked.IsShieldBlock)
                    {
                        if (
MyMath.Success(attacked.ShieldBlockPercent))
                        {
                            
Damage = Damage / 2;
                            
Packet.Effect1 |= Attack.AttackEffects1.Block;
                        }
                    }

                }
            }
        } 


قديم 2019-12-22, 04:19 AM
المشاركة 4
zezonever
.:: عضو نشيط ::.
الإجابات المقدمة: 23
  • غير متواجد
افتراضي رد: موضوع عن الاستريك
انت متاكد يبني عشان انا عملت نفس الاكواد ال ف Calculate وبرده الاستريك بيطلع كثير

قديم 2019-12-22, 06:15 PM
المشاركة 5
zezonever
.:: عضو نشيط ::.
الإجابات المقدمة: 23
  • غير متواجد
افتراضي رد: موضوع عن الاستريك
تعديل بسيط

الاستريك بيطلع كثير برده مفيش فايده يا رايدر

قديم 2019-12-23, 04:43 AM
المشاركة 6
Rider
.:: نائب المدير ::.
الإجابات المقدمة: 989
  • غير متواجد
افتراضي رد: موضوع عن الاستريك
عدل علي نسبة Rate برحتك

قديم 2019-12-25, 02:12 AM
المشاركة 7
zezonever
.:: عضو نشيط ::.
الإجابات المقدمة: 23
  • غير متواجد
افتراضي رد: موضوع عن الاستريك
زي ما هوو
وربنااااااااااااا

قديم 2019-12-25, 02:39 AM
المشاركة 8
Rider
.:: نائب المدير ::.
الإجابات المقدمة: 989
  • غير متواجد
افتراضي رد: موضوع عن الاستريك
وريني كده مكان الكود الي انته بتعدل فيه

قديم 2019-12-25, 03:13 AM
المشاركة 9
zezonever
.:: عضو نشيط ::.
الإجابات المقدمة: 23
  • غير متواجد
افتراضي رد: موضوع عن الاستريك


اهو خليتهم كلهم 1 Reta

قديم 2019-12-25, 04:06 AM
المشاركة 10
Rider
.:: نائب المدير ::.
الإجابات المقدمة: 989
  • غير متواجد
افتراضي رد: موضوع عن الاستريك
دول افكت دور ع حته بتاعت لو الاستريك اكبر من اميونتي و انته الي هتضيف فيها شرط راندوم


العلامات المرجعية



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

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