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Rider
.:: نائب المدير ::.

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2,604

+التقييم
0.98

تاريخ التسجيل
Jul 2019

الاقامة

نظام التشغيل

رقم العضوية
358
2019-07-13, 11:13 PM
المشاركة 1
2019-07-13, 11:13 PM
المشاركة 1
افتراضي التحكم بصعوبة او سهولة الجانج

السلام عليكم ورحمة الله وبركاته
اليوم معانا ازاي تخلي الجانج صعب او سهل ذي مانت عايز
افتح JiangHu.cs
اعمل سيرش علي

كود:
 public byte GetJiangLevelValue( 

اتلقي الكود ده

كود:
 byte num = (byte)Kernel.Rand.Next(1, 5); 

كل ما تزود رقم 5 هيبقي صعب تجيب ايبك جيانج



قديم 2019-07-13, 11:14 PM
المشاركة 2
Hazem
.:: المدير العام::.
  • غير متواجد
افتراضي رد: التحكم بصعوبة او سهولة الجانج
الله ينور علي فكره انا الي كاتبه ليك لان الناس مش اتشوفه وهو في قسم المشكلات
الله ينور عليك (:

قديم 2019-07-14, 12:24 AM
المشاركة 3
MohamedModyAdel
.:: عضو مميز ::.
  • غير متواجد
افتراضي رد: التحكم بصعوبة او سهولة الجانج
الله ينور

قديم 2019-07-14, 03:53 AM
المشاركة 4
Rider
.:: نائب المدير ::.
  • غير متواجد
Like رد: التحكم بصعوبة او سهولة الجانج
عفواً لايمكن عرض الرابط إلا بعد الرد على الموضوع
الله ينور علي فكره انا الي كاتبه ليك لان الناس مش اتشوفه وهو في قسم المشكلات
الله ينور عليك (:
حبيبي يا غالي تسلم علي تعبك

قديم 2019-07-14, 12:56 PM
المشاركة 5
Hassan Emprator
.:: مشرف قسم المشاكل ::.
  • غير متواجد
افتراضي رد: التحكم بصعوبة او سهولة الجانج
طيب الكود مش موجود عندي بتاع الجيانغ الاول دا مش لاقيه ؟

قديم 2019-07-15, 12:07 AM
المشاركة 6
Rider
.:: نائب المدير ::.
  • غير متواجد
افتراضي رد: التحكم بصعوبة او سهولة الجانج
عفواً لايمكن عرض الرابط إلا بعد الرد على الموضوع
طيب الكود مش موجود عندي بتاع الجيانغ الاول دا مش لاقيه ؟
جرب


كود:
 public void CreateRollValue( 

لو ملقتهوش ارفعلي الكلاس كله

قديم 2019-07-15, 03:42 AM
المشاركة 7
Hassan Emprator
.:: مشرف قسم المشاكل ::.
  • غير متواجد
Like رد: التحكم بصعوبة او سهولة الجانج
عفواً لايمكن عرض الرابط إلا بعد الرد على الموضوع
جرب


كود:
 public void CreateRollValue( 

لو ملقتهوش ارفعلي الكلاس كله
\

عا العموم انا لاقيته بس الكلاس كامل اهو ياريت تخليهولي يجي ابك بس صعب انه يجي ابك ويكون تجربه من حضرتك انه ببيطلع عشان محدش عندي يقول مش بيطلع وكدا


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

namespace 
MrHassan.Game
{
    public interface 
IJiangHu
    
{
        
string OwnName { get; set; }
        
string CustomizedName { get; set; }
        
uint UID { get; set; }
        
byte Talent { get; set; }
        
byte Stage { get; set; }
        
byte Star { get; set; }
        
DateTime StartCountDwon { get; set; }
        
DateTime CountDownEnd { get; set; }
        
uint Time { get; }
        
uint FreeTimeTodey { get; set; }
        
uint FreeTimeTodeyUsed { get; set; }
        
uint Inner_Strength { get; set; }
        
uint FreeCourse { get; set; }
        
JiangHu.JiangStages[] Stagers { get; set; }
        
byte Rank { get; set; }
        
byte Level { get; set; }
        
ushort RoundBuyPoints { get; set; }
        
bool OnJiangMode { get; set; }
    }
    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<uint, IJiangHu> JiangHuClients = new System.Collections.Concurrent.ConcurrentDictionary<uint, IJiangHu>();

        public static class 
JiangHuRanking
        
{
            private static 
System.Collections.Concurrent.ConcurrentDictionary<uint, IJiangHu> TopRank = new System.Collections.Concurrent.ConcurrentDictionary<uint, IJiangHu>();
            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.UID, jiang);
                    
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<
IJiangHu> BackUp = new List<IJiangHu>();
                
byte x = 1;
                foreach (var 
jiang in ordonateRank)
                {
                    if (
x == 101)
                        break;
                    
jiang.Rank = x;
                    
BackUp.Add(jiang);
                    
x++;
                }
                
TopRank100 = BackUp.ToArray();
                
TopRank = new System.Collections.Concurrent.ConcurrentDictionary<uint, IJiangHu>();
                foreach (var 
jiang in BackUp)
                    
TopRank.TryAdd(jiang.UID, jiang);
                
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 ? 1 : 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 = 0; x < 9; x++)
                    
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 ? 1 : 0) + "#");
                foreach (var 
obj in Stars)
                    
build.Append(obj.ToString());
                return 
build.ToString();
            }
        }

        public 
ushort ValueToRoll(JiangStages.AtributesType status, byte 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 client, byte mStar, byte mStage, bool super = false, byte Higher = 0)
        {
            
JiangStages n_stage = Stagers[mStage - 1];
            if (!
n_stage.Activate) return;
            
MyNewStart = new GetNewStar();
            
MyNewStart.PositionStar = mStar;
            
MyNewStart.Stage = mStage;

            
MyNewStart.Star = new JiangStages.Star();
            
MyNewStart.Star.Activate = true;
            var 
level = MyNewStart.Star.Level;
            
MyNewStart.Star.Level = GetStatusLevel(super);



            
//if (Higher == 1)//higher
            //    if (Kernel.Rate(20 / Math.Max(1,(int)level)))
            //        MyNewStart.Star.Level = (byte)Random.Next(level, 5);
            //if (Higher == 2)//highest
            //    if (Kernel.Rate(50 / Math.Max(1, (int)level)))
            //        MyNewStart.Star.Level = (byte)Random.Next(4, 6);

            
MyNewStart.Star.Typ = (JiangStages.AtributesType)Random.Next(1, 16);

            do
            {
                
MyNewStart.Star.Typ = (JiangStages.AtributesType)Random.Next(1, 16);
            }
            while (!
Database.JiangHu.CultivateStatus[mStage/*MyNewStart.Star.Level*/].Contains((byte)MyNewStart.Star.Typ));

            
//do
            //{
            //    MyNewStart.Star.Typ = (JiangStages.AtributesType)Random.Next(1, 16);
            //}
            //while (!CanKeepChiPower(n_stage, MyNewStart, client));


            
MyNewStart.Star.UID = ValueToRoll(MyNewStart.Star.Typ, MyNewStart.Star.Level);

            
Network.GamePackets.JiangHuUpdate upd = new Network.GamePackets.JiangHuUpdate();

            
upd.Atribute = MyNewStart.Star.UID;
            
upd.FreeCourse = FreeCourse;
            
///  upd.Talent = Talent;
            
upd.Stage = mStage;
            
upd.Star = mStar;
            
upd.FreeTimeTodeyUsed = (byte)FreeTimeTodeyUsed;
            
upd.RoundBuyPoints = RoundBuyPoints;
            
client.Send(upd.ToArray());


        }

        private static 
bool CanKeepChiPower(JiangStages strct, GetNewStar nstar, GameState client)
        {
            
//#if NOTMULTIPLECHIPOWERS
            
if (client.Entity.VIPLevel > 6)
            {
                var 
stars = strct.Stars;
                for (
int i = 0; i < stars.Length; i++)
                    if (
i != (nstar.PositionStar - 1))
                        if (
stars[i].Typ == nstar.Star.Typ)
                            return 
false;
            }
            
//#endif
            
return true;
        }

        public 
void ApplayNewStar(Client.GameState client)
        {
            if (
MyNewStart == null)
                return;
            
JiangStages n_stage = Stagers[MyNewStart.Stage - 1];
            if (!
n_stage.Activate) return;

            
JiangStages.Star n_star = n_stage.Stars[MyNewStart.PositionStar - 1];
            if (!
n_star.Activate)
            {
                
Star++;
                
n_star.Activate = true;
            }
            
n_star.Level = MyNewStart.Star.Level;
            
n_star.Typ = MyNewStart.Star.Typ;
            
n_star.UID = MyNewStart.Star.UID;

            
client.LoadItemStats();
            if (
MyNewStart.Stage < 9)
            {
                if (
MyNewStart.PositionStar == 9 && !Stagers[MyNewStart.Stage].Activate)
                {
                    
Stage++;
                    
Stagers[MyNewStart.Stage].Activate = true;
                    
SendInfo(client, Network.GamePackets.JiangHu.OpenStage, Stage.ToString());
                }
            }
            
MyNewStart = null;
        }
        public static 
byte Getlve = 6;
        public 
byte GetStatusLevel(bool super = false)
        {
            
//  return Getlve;
            
if (super)
                return 
6;
            
byte first = (byte)Random.Next(1, 6);
            if (
first >= 6)
            {
                
first = (byte)Random.Next(1, 6);
                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 => p.UID != 0).ToArray();

                
byte count_doble = 0;

                
Dictionary<uint, List<JiangStages.Star>> alignementstars = new Dictionary<uint, List<JiangStages.Star>>();
                List<
JiangStages.Star> normalstarts = new List<JiangStages.Star>();
                
ushort counts_alignements = 0;
                for (
byte x = 0; x < atr.Length; x++)
                {
                    var 
atribut = atr[x];
                    
count_doble = 0;
                    
bool wasadd = false;
                    for (
byte y = (byte)(x + 1); y < atr.Length; y++)
                    {
                        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;
                            
x = 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 = 0; i < allignement.Count; i++)
                    {

                        
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 = 0; x < normalstarts.Count; x++)
                {
                    
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.Star> collection)
        {
            
ushort points = 0;
            for (
int x = 0; x < collection.Count; x++)
            {
                
points += Database.JiangHu.GetStatusPoints(collection[x].Level);
            }
            if (
collection.Count > 0 && 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 client, JiangStages.AtributesType status, ushort 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 client, JiangStages.AtributesType status, ushort 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 { get; set; }
        public 
string OwnName { get; set; }
        public 
string CustomizedName { get; set; }
        public 
byte Level { get; set; }

        public 
byte Talent { get; set; }
        public 
byte Stage { get; set; }
        public 
byte Star { get; set; }
        public 
uint FreeCourse { get; set; }

        public 
byte Rank { get; set; }
        public 
DateTime StartCountDwon { get; set; }
        public 
DateTime CountDownEnd { get; set; }
        public 
DateTime RemoveJiangMod;
        public 
DateTime TimerStamp;
        public 
uint Time
        
{
            
get
            
{
                return (
uint)(CountDownEnd - new DateTime(1970, 1, 1).ToLocalTime()).TotalSeconds;
            }
        }
        public 
bool OnJiangMode { get; set; }

        public 
uint FreeTimeTodey { get; set; }
        public 
uint FreeTimeTodeyUsed { get; set; }

        public 
uint Inner_Strength { get; set; }
        public 
ushort RoundBuyPoints { get; set; }
        public 
Random Random = new Random();
        public 
JiangStages[] Stagers { get; set; }

        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 ? 0 : 1) + "#" + FreeCourse + "#" + SecoundesLeft + "#" + RoundBuyPoints + "#");
            foreach (var 
obj in Stagers)
                
build.Append(obj.ToString());
            return 
build.ToString();
        }

        public 
void Load(string Line, uint 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 = 0; x < 9; x++)
                
Stagers[x] = new JiangStages();
            if (!
JiangHuClients.ContainsKey(UID) && UID != 0)
                
JiangHuClients.TryAdd(UID, this);
            
OnJiangMode = true;
            
TimerStamp = DateTime.Now;
        }
        public 
void ResetDay(Client.GameState client)
        {
            
RoundBuyPoints = 0;
            
FreeTimeTodeyUsed = 0;
            
SendStatus(client, client);
        }

        public 
void OnloginClient(Client.GameState client)
        {
            
SendStatus(client, client);
            
SendStatusMode(client);
            
TimerStamp = DateTime.Now;
        }
        public 
void SendStatusMode(Client.GameState client)
        {

            
client.Entity.JiangTalent = Talent;
            
client.Entity.JiangActive = OnJiangMode;
            
SendInfo(client, Network.GamePackets.JiangHu.InfoStauts, client.Entity.UID.ToString(), Talent.ToString(),
                
OnJiangMode ? "1" : "2");
            if (
OnJiangMode)
                
RemoveJiangMod = DateTime.Now;
            
client.SendScreen(client.Entity.SpawnPacket, false);

        }

        public 
void CreateTime()
        {
            
StartCountDwon = DateTime.Now;
            
CountDownEnd = DateTime.Now.AddMinutes(Database.JiangHu.GetMinutesOnTalent(Talent));
        }
        public 
void TheadTime(Client.GameState client)
        {
            try
            {
                if (
client == null)
                    return;
                if (
client.Entity == null)
                    return;
                if (!
client.Entity.FullyLoaded)
                    return;
                if (
DateTime.Now > TimerStamp.AddMinutes(1))
                {

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

                    if (
FreeCourse < 10000000 && FreeTimeTodeyUsed < 10)
                    {
                        if (
InTwinCastle(client.Entity))
                        {
                            
StartCountDwon = StartCountDwon.AddMinutes(Database.JiangHu.GetMinutesInCastle(Talent));
                            
FreeCourse += Database.JiangHu.GetFreeCourseInCastle(Talent);
                        }
                        else
                        {
                            
FreeCourse += Database.JiangHu.GetFreeCourse(Talent);
                            
StartCountDwon = StartCountDwon.AddMinutes(1);
                        }
                        if (
StartCountDwon > CountDownEnd)
                            
GetReward(client);
                        
SendInfo(client, Network.GamePackets.JiangHu.UpdateTime, FreeCourse.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 attacker, JiangHu attacked)
        {
            if (
attacked != null)
            {
                
//if (attacked.FreeCourse <= FreeCourse && attacked.FreeCourse != 0)
                
{
                    
// uint getCource = attacked.FreeCourse % 10000;
                    // if (getCource != 0)
                    
{
                        
// uint damage = (uint)(getCource * 30 / 100);
                        // attacked.FreeCourse -= damage;
                        //uint oldCourse = FreeCourse;
                        //FreeCourse = (uint)Math.Min(1000000, FreeCourse + damage);
                        //if (Random.Next(1, 100) > 40)
                        
{

                            if (
GetRate(35))
                            {

                                
//attacked.Talent = (byte)Math.Min(1, Talent - 1);
                                
Talent = (byte)Math.Min(5, Talent + 1);
                                
attacker.Entity.JiangTalent = Talent;
                                
SendInfo(attacker, Network.GamePackets.JiangHu.UpdateTalent, attacker.Entity.UID.ToString(), Talent.ToString());
                            }
                        }
                        
/*  if (!SameCourseStage(oldCourse, FreeCourse))
                          {
                              uint RemovePlus = FreeCourse % 10000;
                              FreeCourse = (uint)(RemovePlus - RemovePlus);
                              GetReward(attacker);
                          }*/
                    
}
                }
            }
        }
        public 
bool SameCourseStage(uint first, uint 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(client, Network.GamePackets.JiangHu.UpdateTime, FreeCourse.ToString(), Time.ToString());
            
CreateTime();
        }
        public 
bool InTwinCastle(Entity location)
        {
            
ushort x = location.X;
            
ushort y = location.Y;
            if (
location.MapID != 1002)
                return 
false;

            if (
x <= 357 && x >= 274 && y <= 277 && y >= 110)
                return 
true;
            if (
x >= 335 && x <= 370 && y <= 235 && y >= 232)
                return 
true;
            if (
x >= 281 && x <= 350 && y >= 268 && y <= 322)
                return 
true;
            if (
x >= 247 && x <= 291 && y >= 200 && y <= 243)
                return 
true;

            return 
false;
        }
        public 
object sync = new object();
        public 
void SendInfo(Client.GameState client, byte mode = 1, params 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 client, Client.GameState Attacked)
        {
            try
            {
                var 
dictionary = Stagers.Where(p => p.Activate);
                
Network.GamePackets.JiangHuStatus stat = new Network.GamePackets.JiangHuStatus((byte)dictionary.Count());
                
stat.Name = CustomizedName;
                
stat.FreeTimeTodey = 10;//FreeTimeTodey;
                
stat.Talent = Talent;
                
stat.Stage = Stage;
                
stat.RoundBuyPoints = RoundBuyPoints;
                
stat.FreeTimeTodeyUsed = (byte)FreeTimeTodeyUsed;
                
stat.StudyPoints = Attacked.Entity.SubClasses.StudyPoints;
                if (
client.Entity.UID != Attacked.Entity.UID)
                    
stat.Timer = 13751297;
                else
                    
stat.Timer = 15500800;
                
stat.Apprend(dictionary.ToArray());
                
client.Send(stat.ToArray());
            }
            catch (
Exception e) { Console.WriteLine(e.ToString()); }
        }
        public 
void UpdateStundyPoints(Client.GameState client, ushort amount)
        {
            
client.Entity.SubClasses.StudyPoints += amount;
            
Network.GamePackets.SubClassShow cls = new Network.GamePackets.SubClassShow();
            {
                
cls.ID = 8;
                
cls.Study = client.Entity.SubClasses.StudyPoints;
                
cls.StudyReceive = amount;
                
client.Send(cls.ToArray());
            }
            
Network.GamePackets._String str = new Network.GamePackets._String(true);//(client.Entity.UID, new string[] { "zf2-e300" });
            
str.Type = Network.GamePackets._String.Effect;
            
str.UID = client.Entity.UID;
            
str.Texts.Add("zf2-e300");
            
client.SendScreen(str.ToArray(), true);
        }
        public static 
bool AllowNameCaracters(string Name)
        {
            if (
Name.Contains('['))
                return 
false;
            if (
Name.Contains(']'))
                return 
false;
            if (
Name.Contains("GM"))
                return 
false;
            if (
Name.Contains("PM"))
                return 
false;
            if (
Name.Contains("!") || Name.Contains("@") || Name.Contains("#"))
                return 
false;
            if (
Name.Contains("$") || Name.Contains("%") || Name.Contains("^"))
                return 
false;
            if (
Name.Contains("&") || Name.Contains("*") || Name.Contains("/") || Name.Contains("|"))
                return 
false;
            return 
true;
        }
    }
} 

+ لو سمحت ممكن تخليلي كمان الشي يطلع ابك برضو بس صعب انه يجي ؟

قديم 2019-07-25, 05:58 PM
المشاركة 8
osama
.:: عضو مميز ::.
  • غير متواجد
افتراضي رد: التحكم بصعوبة او سهولة الجانج
public void CreateRollValue(
ونا لقيت دى اعمل اية فيها علشان يبقا صعب

قديم 2019-07-25, 06:02 PM
المشاركة 9
Rider
.:: نائب المدير ::.
  • غير متواجد
Unhappy رد: التحكم بصعوبة او سهولة الجانج
عفواً لايمكن عرض الرابط إلا بعد الرد على الموضوع
public void createrollvalue(
ونا لقيت دى اعمل اية فيها علشان يبقا صعب
هل هوه عندك سهل؟
ابعت الكلاس كله

قديم 2019-07-26, 12:36 AM
المشاركة 10
osama
.:: عضو مميز ::.
  • غير متواجد
افتراضي رد: التحكم بصعوبة او سهولة الجانج
عفواً لايمكن عرض الرابط إلا بعد الرد على الموضوع
هل هوه عندك سهل؟
ابعت الكلاس كله
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using PlayConquer.Client;
using System.IO;

namespace PlayConquer.Game
{
public interface IJiangHu
{
string OwnName { get; set; }
string CustomizedName { get; set; }
uint UID { get; set; }
byte Talent { get; set; }
byte Stage { get; set; }
byte Star { get; set; }
DateTime StartCountDwon { get; set; }
DateTime CountDownEnd { get; set; }
uint Time { get; }
uint FreeTimeTodey { get; set; }
uint FreeTimeTodeyUsed { get; set; }
uint Inner_Strength { get; set; }
uint FreeCourse { get; set; }
JiangHu.JiangStages[] Stagers { get; set; }
byte Rank { get; set; }
byte Level { get; set; }
ushort RoundBuyPoints { get; set; }
bool OnJiangMode { get; set; }
}
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 <uint, IJiangHu> JiangHuClients = new System.Collections.Concurrent.ConcurrentDictionary <uint, IJiangHu>();

public static class JiangHuRanking
{
private static System.Collections.Concurrent.ConcurrentDictionary <uint, IJiangHu> TopRank = new System.Collections.Concurrent.ConcurrentDictionary <uint, IJiangHu>();
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.UID, jiang);
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<IJiangHu> BackUp = new List<IJiangHu>();
byte x = 1;
foreach (var jiang in ordonateRank)
{
if (x == 101)
break;
jiang.Rank = x;
BackUp.Add(jiang);
x++;
}
TopRank100 = BackUp.ToArray();
TopRank = new System.Collections.Concurrent.ConcurrentDictionary <uint, IJiangHu>();
foreach (var jiang in BackUp)
TopRank.TryAdd(jiang.UID, jiang);
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 ? 1 : 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 = 0; x < 9; x++)
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 ? 1 : 0) + "#");
foreach (var obj in Stars)
build.Append(obj.ToString());
return build.ToString();
}
}

public ushort ValueToRoll(JiangStages.AtributesType status, byte 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 byte CalculateJiangScoreLevel()
{
byte c = 0;
byte level1 = 0;
byte level2 = 0;
byte level3 = 0;
byte level4 = 0;
byte level5 = 0;
byte level6 = 0;
foreach (var stg in Stagers)
{
if (!stg.Activate) continue;
c += 1;
foreach (var star in stg.Stars)
{
if (star.Level == 0) continue;
if (star.Level >= 1) level1++;
if (star.Level >= 2) level2++;
if (star.Level >= 3) level3++;
if (star.Level >= 4) level4++;
if (star.Level >= 5) level5++;
if (star.Level >= 6) level6++;
}
}
if (level1 >= 81) c++;
if (level2 >= 81) c++;
if (level3 >= 81) c++;
if (level4 >= 81) c++;
if (level5 >= 81) c++;
if (level6 >= 81) c++;
return c;
}
byte jlevel = 0;
public void CreateRollValue(Client.GameState client, byte mStar, byte mStage, bool super = false, byte Higher = 0)
{
jlevel = client.Entity.MyJiang.CalculateJiangScoreLevel();
JiangStages n_stage = Stagers[mStage - 1];
if (!n_stage.Activate) return;
MyNewStart = new GetNewStar();
MyNewStart.PositionStar = mStar;
MyNewStart.Stage = mStage;

MyNewStart.Star = new JiangStages.Star();
MyNewStart.Star.Activate = true;
var level = MyNewStart.Star.Level;
MyNewStart.Star.Level = GetStatusLevel(super);
if (Higher == 1)
{
if (Kernel.Rate(25))
{
MyNewStart.Star.Level = (byte)Random.Next(4, 6);
}
}
if (Higher == 2)
{
if (Kernel.Rate(70))
{
MyNewStart.Star.Level = (byte)Random.Next(3, 7);
while (MyNewStart.Star.Level == 6 && Kernel.Rate(50))
{
MyNewStart.Star.Level--;
}
if (MyNewStart.Star.Level > 6) MyNewStart.Star.Level = 6;
}
}
MyNewStart.Star.Typ = (JiangStages.AtributesType)Random.Next(1, 16);
do
{
MyNewStart.Star.Typ = (JiangStages.AtributesType)Random.Next(1, 16);
}
while (!Database.JiangHu.CultivateStatus[mStage].Contains((byte)MyNewStart.Star.Typ));

MyNewStart.Star.UID = ValueToRoll(MyNewStart.Star.Typ, MyNewStart.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());
if (MyNewStart.Star.Level >= 6)
{
foreach (var player in Kernel.GamePool.Values)
{
player.Send(new Network.GamePackets.Message("Wow, " + client.Entity.Name + " went down the Chaotic Path and improved the attribute to Epic!", System.Drawing.Color.Red, 2026));
}
}

}

private static bool CanKeepChiPower(JiangStages strct, GetNewStar nstar, GameState client)
{
//#if NOTMULTIPLECHIPOWERS
if (client.Entity.VIPLevel > 3)
{
var stars = strct.Stars;
for (int i = 0; i < stars.Length; i++)
if (i != (nstar.PositionStar - 1))
if (stars[i].Typ == nstar.Star.Typ)
return false;
}
//#endif
return true;
}

public void ApplayNewStar(Client.GameState client)
{
if (MyNewStart == null)
return;
JiangStages n_stage = Stagers[MyNewStart.Stage - 1];
if (!n_stage.Activate) return;

JiangStages.Star n_star = n_stage.Stars[MyNewStart.PositionStar - 1];
if (!n_star.Activate)
{
Star++;
n_star.Activate = true;
}
n_star.Level = MyNewStart.Star.Level;
n_star.Typ = MyNewStart.Star.Typ;
n_star.UID = MyNewStart.Star.UID;

client.LoadItemStats();
if (MyNewStart.Stage < 9)
{
if (MyNewStart.PositionStar == 9 && !Stagers[MyNewStart.Stage].Activate)
{
Stage++;
Stagers[MyNewStart.Stage].Activate = true;
SendInfo(client, Network.GamePackets.JiangHu.OpenStage, Stage.ToString());
}
}

//JiangHuRanking.UpdateRank(this);
MyNewStart = null;
if (client.Entity.MyJiang != null && client.Entity.MyJiang.Inner_Strength >= 81000)
{
new Network.GamePackets.TitleStorage().AddTitle(client , 2004, 5, false);
}
if (jlevel != client.Entity.MyJiang.CalculateJiangScoreLevel() && jlevel != 0)
{
foreach (var player in Kernel.GamePool.Values)
{
if (client.Entity.MyJiang.CalculateJiangScoreLevel() < 10) break;
player.Send(new Network.GamePackets.Message(client.Entity.Name + " increased Score Level to " + client.Entity.MyJiang.CalculateJiangScoreLevel() + "!", System.Drawing.Color.Red, 2026));
}
client.Send(new Network.GamePackets.Message("You unlocked Stage " + client.Entity.MyJiang.CalculateJiangScoreLevel() + "!", System.Drawing.Color.Red, Network.GamePackets.Message.System));
}
}
public static byte Getlve = 6;
public byte GetStatusLevel(bool super = false)
{
if (super)
return 6;
byte first = (byte)Random.Next(1, 7);
if (first >= 5)
{
first = (byte)Random.Next(1, 7);
if (first > 6)
first = 6;
}
return first;
}

public void CreateStatusAtributes(Game.Entity client)
{
uint oldInner_Strength = Inner_Strength;
Inner_Strength = 0;
foreach (var nstage in Stagers)
{
if (!nstage.Activate) continue;

var atr = nstage.Stars.Where(p => p.UID != 0).ToArray();

byte count_doble = 0;

Dictionary<uint, List<JiangStages.Star>> alignementstars = new Dictionary<uint, List<JiangStages.Star>>();
List<JiangStages.Star> normalstarts = new List<JiangStages.Star>();
ushort counts_alignements = 0;
for (byte x = 0; x < atr.Length; x++)
{
var atribut = atr[x];
count_doble = 0;
bool wasadd = false;
for (byte y = (byte)(x + 1); y < atr.Length; y++)
{
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;
x = 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 = 0; i < allignement.Count; i++)
{

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 = 0; x < normalstarts.Count; x++)
{
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<JiangStage s.Star> collection)
{
ushort points = 0;
for (int x = 0; x < collection.Count; x++)
{
points += Database.JiangHu.GetStatusPoints(collection[x].Level);
}
if (collection.Count > 0 && 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 client, JiangStages.AtributesType status, ushort 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 client, JiangStages.AtributesType status, ushort 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 { get; set; }
public string OwnName { get; set; }
public string CustomizedName { get; set; }
public byte Level { get; set; }

public byte Talent { get; set; }
public byte Stage { get; set; }
public byte Star { get; set; }
public uint FreeCourse { get; set; }

public byte Rank { get; set; }
public DateTime StartCountDwon { get; set; }
public DateTime CountDownEnd { get; set; }
public DateTime RemoveJiangMod;
public DateTime TimerStamp;
public uint Time
{
get
{
return (uint)(CountDownEnd - new DateTime(1970, 1, 1).ToLocalTime()).TotalSeconds;
}
}
public bool OnJiangMode { get; set; }

public uint FreeTimeTodey { get; set; }
public uint FreeTimeTodeyUsed { get; set; }

public uint Inner_Strength { get; set; }
public ushort RoundBuyPoints { get; set; }
public Random Random = new Random();
public JiangStages[] Stagers { get; set; }

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 ? 0 : 1) + "#" + FreeCourse + "#" + SecoundesLeft + "#" + RoundBuyPoints + "#");
foreach (var obj in Stagers)
build.Append(obj.ToString());
return build.ToString();
}

public void Load(string Line, uint 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)
{

}
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) { }
}
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) { }
}
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)
{

}
}

public JiangHu(uint m_UID)
{
Talent = 3;
Stage = 1;
Star = 1;
FreeCourse = 100000;
FreeTimeTodey = 10;
UID = m_UID;
CountDownEnd = new DateTime();
StartCountDwon = new DateTime();
TimerStamp = new DateTime();
RemoveJiangMod = new DateTime();
Stagers = new JiangStages[9];
for (byte x = 0; x < 9; x++)
Stagers[x] = new JiangStages();
if (!JiangHuClients.ContainsKey(UID) && UID != 0)
JiangHuClients.TryAdd(UID, this);
OnJiangMode = true;
TimerStamp = DateTime.Now;
}
public void ResetDay(Client.GameState client)
{
RoundBuyPoints = 0;
FreeTimeTodeyUsed = 0;
SendStatus(client, client);
}

public void OnloginClient(Client.GameState client)
{
SendStatus(client, client);
SendStatusMode(client, true);
TimerStamp = DateTime.Now;
}
public void SendStatusMode(Client.GameState client, bool justlogen = false)
{
client.Entity.JiangTalent = Talent;
client.Entity.JiangActive = OnJiangMode;
if (OnJiangMode == false && !justlogen)
client.Send(new Network.GamePackets.Message("You have temporarily quit the Jiang Hu!", System.Drawing.Color.Red, Network.GamePackets.Message.System));
SendInfo(client, Network.GamePackets.JiangHu.InfoStauts, client.Entity.UID.ToString(), Talent.ToString(),
OnJiangMode ? "1" : "2");
if (OnJiangMode)
RemoveJiangMod = DateTime.Now;
client.SendScreen(client.Entity.SpawnPacket, false);

}

public void CreateTime()
{
StartCountDwon = DateTime.Now;
CountDownEnd = DateTime.Now.AddMinutes(Database.JiangHu.GetMinute sOnTalent(Talent));
}
public void TheadTime(Client.GameState client)
{
try
{
if (client == null)
return;
if (client.Entity == null)
return;
if (!client.Entity.FullyLoaded)
return;
if (DateTime.Now > TimerStamp.AddMinutes(1))
{

if (client.Entity.PKMode != Enums.PKMode.Jiang)
{
if (OnJiangMode)
{
if (DateTime.Now >= RemoveJiangMod.AddMinutes(10))
{
OnJiangMode = false;
SendStatusMode(client);
}
}
}
if (client.Entity.PKMode == Enums.PKMode.Jiang)
{
OnJiangMode = true;
RemoveJiangMod = DateTime.Now;
}

if (FreeCourse < 1000000)
{
if (InTwinCastle(client.Entity))
{
StartCountDwon = StartCountDwon.AddMinutes(Database.JiangHu.GetMinu tesInCastle(Talent));
FreeCourse += Database.JiangHu.GetFreeCourseInCastle(Talent);
}
else
{
FreeCourse += Database.JiangHu.GetFreeCourse(Talent);
StartCountDwon = StartCountDwon.AddMinutes(1);
}
if (StartCountDwon > CountDownEnd)
GetReward(client);
SendInfo(client, Network.GamePackets.JiangHu.UpdateTime, FreeCourse.ToString(), Time.ToString());

if (FreeCourse % 10000 == 0)
GetReward(client);

}
else
FreeCourse = 10000000;
TimerStamp = DateTime.Now;

}
}
catch (Exception)
{

}
}
public bool GetRate(byte val)
{
return (Random.Next() % 100) < val;
}
public void GetKill(Client.GameState attacker, JiangHu attacked)
{
if (attacker.Entity.JiangTalent < 4)
{
if (attacker.Entity.JiangTalent <= attacked.Talent)
{
attacked.Talent -= 1;
Talent += 1;
attacker.Entity.JiangTalent = Talent;
SendInfo(attacker, Network.GamePackets.JiangHu.UpdateTalent, attacker.Entity.UID.ToString(), Talent.ToString());
}
}
}
public bool SameCourseStage(uint first, uint 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(client, Network.GamePackets.JiangHu.UpdateTime, FreeCourse.ToString(), Time.ToString());
CreateTime();
}
public bool InTwinCastle(Entity location)
{
ushort x = location.X;
ushort y = location.Y;
if (location.MapID != 1002)
return false;

if (x <= 357 && x >= 274 && y <= 277 && y >= 110)
return true;
if (x >= 335 && x <= 370 && y <= 235 && y >= 232)
return true;
if (x >= 281 && x <= 350 && y >= 268 && y <= 322)
return true;
if (x >= 247 && x <= 291 && y >= 200 && y <= 243)
return true;

return false;
}
public object sync = new object();
public void SendInfo(Client.GameState client, byte mode = 1, params 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)
{

}
}
}
public void SendStatus(Client.GameState client, Client.GameState Attacked)
{
try
{
var dictionary = Stagers.Where(p => p.Activate);
Network.GamePackets.JiangHuStatus stat = new Network.GamePackets.JiangHuStatus((byte)dictionary .Count());
stat.Name = CustomizedName;
stat.FreeTimeTodey = 10;//FreeTimeTodey;
stat.Talent = Talent;
stat.Stage = Stage;
stat.RoundBuyPoints = RoundBuyPoints;
stat.FreeTimeTodeyUsed = (byte)FreeTimeTodeyUsed;
stat.StudyPoints = Attacked.Entity.SubClasses.StudyPoints;
if (client.Entity.UID != Attacked.Entity.UID)
stat.Timer = 13751297;
else
stat.Timer = 15500800;
stat.Apprend(dictionary.ToArray());
client.Send(stat.ToArray());
}
catch (Exception) { }
}
public void UpdateStundyPoints(Client.GameState client, ushort amount)
{
Network.GamePackets._String str = new Network.GamePackets._String(true);
str.Type = Network.GamePackets._String.Effect;
str.UID = client.Entity.UID;
str.Texts.Add("zf2-e300");
client.SendScreen(str.ToArray(), true);
}
public static bool AllowNameCaracters(string Name)
{
if (Name.Contains('['))
return false;
if (Name.Contains(']'))
return false;
if (Name.Contains("GM"))
return false;
if (Name.Contains("PM"))
return false;
if (Name.Contains("!") || Name.Contains("@") || Name.Contains("#"))
return false;
if (Name.Contains("$") || Name.Contains("%") || Name.Contains("^"))
return false;
if (Name.Contains("&") || Name.Contains("*") || Name.Contains("/") || Name.Contains("|"))
return false;
return true;
}
}
}

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الانتقال السريع

المواضيع المتشابهه للموضوع: التحكم بصعوبة او سهولة الجانج
الموضوع كاتب الموضوع المنتدى مشاركات آخر مشاركة
لوحه التحكم زي ما انا وعدتكم :d Hassan Emprator تطوير سيرفرات كونكر 15 2020-06-12 02:08 AM
حل مشكله كود التسيف فى الجانج The.SniperR تطوير سيرفرات كونكر 2 2019-08-01 11:31 AM
التحكم في اخر ليفل يقدر الاعب يوصله Hazem تطوير سيرفرات كونكر 2 2019-07-23 11:40 PM
مشكلة بخصوص الجانج osama مشكلات السيرفيرات كونكر الشخصيه 11 2019-07-13 11:00 AM
التحكم في الاكونت الجديد Hassan Emprator تطوير سيرفرات كونكر 3 2019-05-04 02:43 AM


الساعة الآن 11:33 PM