احصائياتى

الردود
8

المشاهدات
933
 
Hazem
.:: المدير العام::.

    غير متواجد

المشاركات
2,311

+التقييم
0.84

تاريخ التسجيل
Apr 2019

الاقامة
Egypt

نظام التشغيل
windows 7

رقم العضوية
1
2019-07-27, 01:16 PM
المشاركة 1
2019-07-27, 01:16 PM
المشاركة 1
افتراضي خلي الجاينج يدي Epic,Super

السلام عليكم ورحمة الله وبركاته
الموضوع ده لعمو حسن ههههه
كان طالبه من فتره ورايدر رد عليه
بس علشان يدي ابيك وسوبر في الجانج اتعمل الاتي انا مجبتش ده بتاع رايدر بس علشان يدي ابيك وسوبر علي طول
روح كلاس JiangHu.cs
وتدور على

كود:
byte num = (byte)this.Random.Next(1, this.Random.Next(1, 7)); 

تخليه

كود:
byte num = (byte)this.Random.Next(1, this.Random.Next(1, 15)); 



قديم 2019-07-27, 02:29 PM
المشاركة 2
AMREL3FREIT
.:: عضو نشيط ::.
  • غير متواجد
افتراضي رد: خلي الجاينج يدي Epic,Super
انتا كدا بتهزر xD .
استمــر . ي برو

قديم 2019-07-27, 03:29 PM
المشاركة 3
Hassan Emprator
.:: مشرف قسم المشاكل ::.
  • غير متواجد
افتراضي رد: خلي الجاينج يدي Epic,Super
هههههههه تسلم يعمو حازم

قديم 2019-07-27, 04:13 PM
المشاركة 4
Hassan Emprator
.:: مشرف قسم المشاكل ::.
  • غير متواجد
افتراضي رد: خلي الجاينج يدي Epic,Super
لسا برضك احزوم مش بيجي ابك برضو محدش عارف يعمله حالص في المنتدي ههه

قديم 2019-07-27, 08:38 PM
المشاركة 5
Rider
.:: نائب المدير ::.
  • غير متواجد
Cry رد: خلي الجاينج يدي Epic,Super
عفواً لايمكن عرض الرابط إلا بعد الرد على الموضوع
لسا برضك احزوم مش بيجي ابك برضو محدش عارف يعمله حالص في المنتدي ههه
جرب كده يا حسن بدل ده ب كلاس جيانج في سورس الي عندك التعديل ده علي السورس بتاعك

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

namespace 
SomailProject.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)
        {
            
val = (byte)Random.Next(4, 6);
            return (
byte)(val);
        }
        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;
        }
    }
} 


قديم 2019-07-27, 09:55 PM
المشاركة 6
Hassan Emprator
.:: مشرف قسم المشاكل ::.
  • غير متواجد
افتراضي رد: خلي الجاينج يدي Epic,Super
لا يسطا يسطا بس انت اديهولي وجرب السورس عندك لما يجي ابك

قديم 2019-07-27, 11:45 PM
المشاركة 7
Rider
.:: نائب المدير ::.
  • غير متواجد
افتراضي رد: خلي الجاينج يدي Epic,Super
عفواً لايمكن عرض الرابط إلا بعد الرد على الموضوع
لا يسطا يسطا بس انت اديهولي وجرب السورس عندك لما يجي ابك
ههههههه انا تعبت من كتر تركيب السورسات و تغييرها انا مركب فوق 20 سورس

جرب بس انته الكود ده و ان شاء الله هيظبط

قديم 2019-07-28, 12:44 AM
المشاركة 8
Hassan Emprator
.:: مشرف قسم المشاكل ::.
  • غير متواجد
افتراضي رد: خلي الجاينج يدي Epic,Super
عفواً لايمكن عرض الرابط إلا بعد الرد على الموضوع
ههههههه انا تعبت من كتر تركيب السورسات و تغييرها انا مركب فوق 20 سورس

جرب بس انته الكود ده و ان شاء الله هيظبط
يستت ولله ما بيعمل محدش برضو عارف يعمله مش عارف ازاي

قديم 2019-07-28, 12:46 AM
المشاركة 9
Hassan Emprator
.:: مشرف قسم المشاكل ::.
  • غير متواجد
افتراضي رد: خلي الجاينج يدي Epic,Super
اعمل زي ما بقولك بس ركب سورسي ودنك انت جرب


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المواضيع المتشابهه للموضوع: خلي الجاينج يدي Epic,Super
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الساعة الآن 02:52 PM