Mr.KaiToU
12-01-2014, 10:57 AM
بسم الله الرحمن الرحيم
أول حاجة موضعنا حصرى
لعرب تهيس وبس
موضعنا دا بيتكلم عن ايه بصه
الموضوع ان واحد اسمة كيرو نزل سورس وكله عرفه لانه سورس حديث وفى كل جديد
بسفى مشاكل طبعا صاحب السورس نفسه مش عارف يحلها مش عارف هوا عمل السورس ازاى اساسا
وهوا مش عارف يحل عيوبه ما علينا
ال Agility يعنى سرعة الضربة
دى بقا أنت بتنزل بتاخود سرعة جبارة فوق ال 10 الاف
ولو مش لابس اسطف سورب بتاخود سرعة فوق ال 100 الف
ودا كله من غير متحوط اى نقاط فى السرعة
ودا طبعا بيأثر فى سرعة الضربة وبيخلى الارل ياخود الكينج ضربة
طيب تعالى نحلها الحل بسيط جدااا وتافه
هتفتح كلاس
GameClient او GameState
على حسب بقا تكويد سورسك
وهتبحث عن الكود دا
#region Give Stats
هتقفله بالسالب وتبدله بالكود دا
#region Give Stats.
if (DoChampStats && ChampionAllowedStats[ChampionStats.Grade][5] == 1 || !DoChampStats)
{
if (item.Purification.PurificationItemID != 0)
{
Database.ConquerItemInformation soulDB = new Database.ConquerItemInformation(item.Purification. PurificationItemID, 0);
Entity.BaseMinAttack += soulDB.BaseInformation.MinAttack;
Entity.BaseMaxAttack += soulDB.BaseInformation.MaxAttack;
Entity.ItemHP += soulDB.BaseInformation.ItemHP;
Entity.BaseDefence += soulDB.BaseInformation.PhysicalDefence;
Entity.MagicDefence += soulDB.BaseInformation.MagicDefence;
Entity.Dodge += soulDB.BaseInformation.Dodge;
Entity.BaseMagicAttack += soulDB.BaseInformation.MagicAttack;
Entity.WoodResistance += soulDB.BaseInformation.WoodResist;
Entity.FireResistance += soulDB.BaseInformation.FireResist;
Entity.NinjaColor = (uint)Entity.BattlePower;
Entity.WaterResistance += soulDB.BaseInformation.WaterResist;
Entity.EarthResistance += soulDB.BaseInformation.EarthResist;
Entity.Breaktrough += soulDB.BaseInformation.BreakThrough;
Entity.CriticalStrike += soulDB.BaseInformation.CriticalStrike;
Entity.Immunity += soulDB.BaseInformation.Immunity;
Entity.Penetration += soulDB.BaseInformation.Penetration;
Entity.Counteraction += soulDB.BaseInformation.CounterAction;
Entity.Block += soulDB.BaseInformation.Block;
}
}
if (DoChampStats && ChampionAllowedStats[ChampionStats.Grade][4] == 1 || !DoChampStats)
{
Refinery.RefineryItem refine = null;
if (item.RefineItem != 0) refine = item.RefineStats;
if (refine != null)
{
switch (refine.Type)
{
case Refinery.RefineryItem.RefineryType.Block:
Entity.Block += (UInt16)(refine.Percent * 100);
break;
case Refinery.RefineryItem.RefineryType.BreakThrough:
Entity.Breaktrough += (UInt16)((refine.Percent * 10) + 100);
break;
case Refinery.RefineryItem.RefineryType.Counteraction:
Entity.Counteraction += (UInt16)(refine.Percent * 10);
break;
case Refinery.RefineryItem.RefineryType.Critical:
Entity.CriticalStrike += (UInt16)((refine.Percent * 100) + 1000);
break;
case Refinery.RefineryItem.RefineryType.Detoxication:
Entity.Detoxication += (UInt16)(refine.Percent);
break;
case Refinery.RefineryItem.RefineryType.Immunity:
Entity.Immunity += (UInt16)(refine.Percent * 100);
break;
case Refinery.RefineryItem.RefineryType.Intensification :
Entity.Intensification += (UInt16)(refine.Percent);
break;
case Refinery.RefineryItem.RefineryType.Penetration:
Entity.Penetration += (UInt16)(refine.Percent * 100);
break;
case Refinery.RefineryItem.RefineryType.SCritical:
Entity.SkillCStrike += (UInt16)(refine.Percent * 100);
break;
}
}
}
if (position == ConquerItem.Tower)
{
Entity.PhysicalDamageDecrease += dbi.BaseInformation.PhysicalDefence;
Entity.MagicDamageDecrease += dbi.BaseInformation.MagicDefence;
}
else
{
Entity.BaseDefence += dbi.BaseInformation.PhysicalDefence;
Entity.MagicDefencePercent += dbi.BaseInformation.MagicDefence;
Entity.Dodge += (byte)dbi.BaseInformation.Dodge;
if (position != ConquerItem.Fan)
Entity.BaseMagicAttack += dbi.BaseInformation.MagicAttack;
}
Entity.ItemHP += dbi.BaseInformation.ItemHP;
Entity.ItemMP += dbi.BaseInformation.ItemMP;
if (item.Position != ConquerItem.Steed)
{
if (DoChampStats)
Entity.ItemBless += (ushort)Math.Min(item.Bless, ChampionAllowedStats[ChampionStats.Grade][1]);
else
Entity.ItemBless += item.Bless;
}
if (position == ConquerItem.RightWeapon)
{
Entity.AttackRange += dbi.BaseInformation.AttackRange;
if (Network.PacketHandler.IsTwoHand(dbi.BaseInformati on.ID))
Entity.AttackRange += 4;
else
Entity.AttackRange += 3;
}
if (position == ConquerItem.LeftWeapon)
{
Entity.BaseMinAttack += (uint)(dbi.BaseInformation.MinAttack * 0.0005F);
Entity.BaseMaxAttack += (uint)(dbi.BaseInformation.MaxAttack * 0.0005F);
}
else if (position == ConquerItem.Fan)
{
Entity.PhysicalDamageIncrease += dbi.BaseInformation.MinAttack;
Entity.MagicDamageIncrease += dbi.BaseInformation.MagicAttack;
}
else
{
Entity.BaseMinAttack += dbi.BaseInformation.MinAttack;
Entity.BaseMaxAttack += dbi.BaseInformation.MaxAttack;
}
if (item.Plus != 0)
{
if (position == ConquerItem.Tower)
{
Entity.PhysicalDamageDecrease += dbi.PlusInformation.PhysicalDefence;
Entity.MagicDamageDecrease += (ushort)dbi.PlusInformation.MagicDefence;
}
else if (position == ConquerItem.Fan)
{
Entity.PhysicalDamageIncrease += (ushort)dbi.PlusInformation.MinAttack;
Entity.MagicDamageIncrease += (ushort)dbi.PlusInformation.MagicAttack;
}
else
{
if (position == ConquerItem.Steed)
Entity.ExtraVigor += dbi.PlusInformation.Agility;
Entity.BaseMinAttack += dbi.PlusInformation.MinAttack;
Entity.BaseMaxAttack += dbi.PlusInformation.MaxAttack;
Entity.BaseMagicAttack += dbi.PlusInformation.MagicAttack;
Entity.BaseDefence += dbi.PlusInformation.PhysicalDefence;
Entity.MagicDefence += dbi.PlusInformation.MagicDefence;
Entity.ItemHP += dbi.PlusInformation.ItemHP;
if (position == ConquerItem.Boots)
Entity.Dodge += (byte)dbi.PlusInformation.Dodge;
}
}
/* if (position == ConquerItem.Garment)
{
if (item.ID == 187425)
{
Entity.BaseDefence += 400;
Entity.BaseMagicDefence += 2;
}
else if (item.ID == 187415)
{
Entity.BaseDefence += 600;
Entity.BaseMagicDefence += 3;
}
else if (item.ID == 187405)
{
Entity.BaseDefence += 800;
Entity.BaseMagicDefence += 4;
}
}*/
if (position == ConquerItem.Bottle)
{
if (item.ID == 2100075)
{
Entity.Breaktrough += 30;
Entity.Counteraction += 30;
Entity.CriticalStrike += 300;
Entity.Immunity += 300;
}
}
byte socketone = (byte)item.SocketOne;
byte sockettwo = (byte)item.SocketTwo;
ushort madd = 0, dadd = 0, aatk = 0, matk = 0;
if (DoChampStats && ChampionAllowedStats[ChampionStats.Grade][2] >= 1 || !DoChampStats)
{
switch (socketone)
{
case 1: Entity.Gems[0] += 5; break;
case 2: Entity.Gems[0] += 10; break;
case 3: Entity.Gems[0] += 15; break;
case 11: Entity.Gems[1] += 5; break;
case 12: Entity.Gems[1] += 10; break;
case 13: Entity.Gems[1] += 15; break;
case 31: Entity.Gems[3] += 10; break;
case 32: Entity.Gems[3] += 15; break;
case 33: Entity.Gems[3] += 25; break;
case 51: Entity.Gems[5] += 30; break;
case 52: Entity.Gems[5] += 50; break;
case 53: Entity.Gems[5] += 100; break;
case 61: Entity.Gems[6] += 15; break;
case 62: Entity.Gems[6] += 30; break;
case 63: Entity.Gems[6] += 50; break;
case 71: Entity.Gems[7] += 2; break;
case 72: Entity.Gems[7] += 4; break;
case 73: Entity.Gems[7] += 6; break;
case 101: aatk = matk += 100; break;
case 102: aatk = matk += 300; break;
case 103: aatk = matk += 500; break;
case 121: madd = dadd += 100; break;
case 122: madd = dadd += 300; break;
case 123: madd = dadd += 500; break;
}
} if (DoChampStats && ChampionAllowedStats[ChampionStats.Grade][2] >= 2 || !DoChampStats)
{
switch (sockettwo)
{
case 1: Entity.Gems[0] += 5; break;
case 2: Entity.Gems[0] += 10; break;
case 3: Entity.Gems[0] += 15; break;
case 11: Entity.Gems[1] += 5; break;
case 12: Entity.Gems[1] += 10; break;
case 13: Entity.Gems[1] += 15; break;
case 31: Entity.Gems[3] += 10; break;
case 32: Entity.Gems[3] += 15; break;
case 33: Entity.Gems[3] += 25; break;
case 51: Entity.Gems[5] += 30; break;
case 52: Entity.Gems[5] += 50; break;
case 53: Entity.Gems[5] += 100; break;
case 61: Entity.Gems[6] += 15; break;
case 62: Entity.Gems[6] += 30; break;
case 63: Entity.Gems[6] += 50; break;
case 71: Entity.Gems[7] += 2; break;
case 72: Entity.Gems[7] += 4; break;
case 73: Entity.Gems[7] += 6; break;
case 101: aatk = matk += 100; break;
case 102: aatk = matk += 300; break;
case 103: aatk = matk += 500; break;
case 121: madd = dadd += 100; break;
case 122: madd = dadd += 300; break;
case 123: madd = dadd += 500; break;
}
}
Entity.PhysicalDamageDecrease += dadd;
Entity.MagicDamageDecrease += madd;
Entity.PhysicalDamageIncrease += aatk;
Entity.MagicDamageIncrease += matk;
if (item.Position != ConquerItem.Steed)
if (!DoChampStats)
Entity.ItemHP += item.Enchant;
else
Entity.ItemHP += (uint)Math.Min(item.Enchant, ChampionAllowedStats[ChampionStats.Grade][6]);
#endregion
وكيدا تمام يا معلم محدش هياخود سرعة زيادة غيراللى حاطت نقاط
طبعا انا عارف ان فى ناس الاستودنت والقيم عندها بايظة انشاء الله هنزلكوم الكود فى موضوع تانى لتصليح القيم
:patch_ordi::patch_ordi::patch_ordi:
يلا سلاموووووووز
سلاموز ايه يا عم هوا احنا فهمنا حاجة طيب هات صورة توضح اللى انت قولته
طيب ولا تزعله صورة قبل المشكلة وبعد حلها
عفواً لايمكن عرض الروابط في الإرشيف
بعد حل المشكلة
عفواً لايمكن عرض الروابط في الإرشيف
طبعا حضرتكوم شايفين القيم كاملة عاملة أزاى زاى اونلاين هنزل الكود انشاء الله
أول حاجة موضعنا حصرى
لعرب تهيس وبس
موضعنا دا بيتكلم عن ايه بصه
الموضوع ان واحد اسمة كيرو نزل سورس وكله عرفه لانه سورس حديث وفى كل جديد
بسفى مشاكل طبعا صاحب السورس نفسه مش عارف يحلها مش عارف هوا عمل السورس ازاى اساسا
وهوا مش عارف يحل عيوبه ما علينا
ال Agility يعنى سرعة الضربة
دى بقا أنت بتنزل بتاخود سرعة جبارة فوق ال 10 الاف
ولو مش لابس اسطف سورب بتاخود سرعة فوق ال 100 الف
ودا كله من غير متحوط اى نقاط فى السرعة
ودا طبعا بيأثر فى سرعة الضربة وبيخلى الارل ياخود الكينج ضربة
طيب تعالى نحلها الحل بسيط جدااا وتافه
هتفتح كلاس
GameClient او GameState
على حسب بقا تكويد سورسك
وهتبحث عن الكود دا
#region Give Stats
هتقفله بالسالب وتبدله بالكود دا
#region Give Stats.
if (DoChampStats && ChampionAllowedStats[ChampionStats.Grade][5] == 1 || !DoChampStats)
{
if (item.Purification.PurificationItemID != 0)
{
Database.ConquerItemInformation soulDB = new Database.ConquerItemInformation(item.Purification. PurificationItemID, 0);
Entity.BaseMinAttack += soulDB.BaseInformation.MinAttack;
Entity.BaseMaxAttack += soulDB.BaseInformation.MaxAttack;
Entity.ItemHP += soulDB.BaseInformation.ItemHP;
Entity.BaseDefence += soulDB.BaseInformation.PhysicalDefence;
Entity.MagicDefence += soulDB.BaseInformation.MagicDefence;
Entity.Dodge += soulDB.BaseInformation.Dodge;
Entity.BaseMagicAttack += soulDB.BaseInformation.MagicAttack;
Entity.WoodResistance += soulDB.BaseInformation.WoodResist;
Entity.FireResistance += soulDB.BaseInformation.FireResist;
Entity.NinjaColor = (uint)Entity.BattlePower;
Entity.WaterResistance += soulDB.BaseInformation.WaterResist;
Entity.EarthResistance += soulDB.BaseInformation.EarthResist;
Entity.Breaktrough += soulDB.BaseInformation.BreakThrough;
Entity.CriticalStrike += soulDB.BaseInformation.CriticalStrike;
Entity.Immunity += soulDB.BaseInformation.Immunity;
Entity.Penetration += soulDB.BaseInformation.Penetration;
Entity.Counteraction += soulDB.BaseInformation.CounterAction;
Entity.Block += soulDB.BaseInformation.Block;
}
}
if (DoChampStats && ChampionAllowedStats[ChampionStats.Grade][4] == 1 || !DoChampStats)
{
Refinery.RefineryItem refine = null;
if (item.RefineItem != 0) refine = item.RefineStats;
if (refine != null)
{
switch (refine.Type)
{
case Refinery.RefineryItem.RefineryType.Block:
Entity.Block += (UInt16)(refine.Percent * 100);
break;
case Refinery.RefineryItem.RefineryType.BreakThrough:
Entity.Breaktrough += (UInt16)((refine.Percent * 10) + 100);
break;
case Refinery.RefineryItem.RefineryType.Counteraction:
Entity.Counteraction += (UInt16)(refine.Percent * 10);
break;
case Refinery.RefineryItem.RefineryType.Critical:
Entity.CriticalStrike += (UInt16)((refine.Percent * 100) + 1000);
break;
case Refinery.RefineryItem.RefineryType.Detoxication:
Entity.Detoxication += (UInt16)(refine.Percent);
break;
case Refinery.RefineryItem.RefineryType.Immunity:
Entity.Immunity += (UInt16)(refine.Percent * 100);
break;
case Refinery.RefineryItem.RefineryType.Intensification :
Entity.Intensification += (UInt16)(refine.Percent);
break;
case Refinery.RefineryItem.RefineryType.Penetration:
Entity.Penetration += (UInt16)(refine.Percent * 100);
break;
case Refinery.RefineryItem.RefineryType.SCritical:
Entity.SkillCStrike += (UInt16)(refine.Percent * 100);
break;
}
}
}
if (position == ConquerItem.Tower)
{
Entity.PhysicalDamageDecrease += dbi.BaseInformation.PhysicalDefence;
Entity.MagicDamageDecrease += dbi.BaseInformation.MagicDefence;
}
else
{
Entity.BaseDefence += dbi.BaseInformation.PhysicalDefence;
Entity.MagicDefencePercent += dbi.BaseInformation.MagicDefence;
Entity.Dodge += (byte)dbi.BaseInformation.Dodge;
if (position != ConquerItem.Fan)
Entity.BaseMagicAttack += dbi.BaseInformation.MagicAttack;
}
Entity.ItemHP += dbi.BaseInformation.ItemHP;
Entity.ItemMP += dbi.BaseInformation.ItemMP;
if (item.Position != ConquerItem.Steed)
{
if (DoChampStats)
Entity.ItemBless += (ushort)Math.Min(item.Bless, ChampionAllowedStats[ChampionStats.Grade][1]);
else
Entity.ItemBless += item.Bless;
}
if (position == ConquerItem.RightWeapon)
{
Entity.AttackRange += dbi.BaseInformation.AttackRange;
if (Network.PacketHandler.IsTwoHand(dbi.BaseInformati on.ID))
Entity.AttackRange += 4;
else
Entity.AttackRange += 3;
}
if (position == ConquerItem.LeftWeapon)
{
Entity.BaseMinAttack += (uint)(dbi.BaseInformation.MinAttack * 0.0005F);
Entity.BaseMaxAttack += (uint)(dbi.BaseInformation.MaxAttack * 0.0005F);
}
else if (position == ConquerItem.Fan)
{
Entity.PhysicalDamageIncrease += dbi.BaseInformation.MinAttack;
Entity.MagicDamageIncrease += dbi.BaseInformation.MagicAttack;
}
else
{
Entity.BaseMinAttack += dbi.BaseInformation.MinAttack;
Entity.BaseMaxAttack += dbi.BaseInformation.MaxAttack;
}
if (item.Plus != 0)
{
if (position == ConquerItem.Tower)
{
Entity.PhysicalDamageDecrease += dbi.PlusInformation.PhysicalDefence;
Entity.MagicDamageDecrease += (ushort)dbi.PlusInformation.MagicDefence;
}
else if (position == ConquerItem.Fan)
{
Entity.PhysicalDamageIncrease += (ushort)dbi.PlusInformation.MinAttack;
Entity.MagicDamageIncrease += (ushort)dbi.PlusInformation.MagicAttack;
}
else
{
if (position == ConquerItem.Steed)
Entity.ExtraVigor += dbi.PlusInformation.Agility;
Entity.BaseMinAttack += dbi.PlusInformation.MinAttack;
Entity.BaseMaxAttack += dbi.PlusInformation.MaxAttack;
Entity.BaseMagicAttack += dbi.PlusInformation.MagicAttack;
Entity.BaseDefence += dbi.PlusInformation.PhysicalDefence;
Entity.MagicDefence += dbi.PlusInformation.MagicDefence;
Entity.ItemHP += dbi.PlusInformation.ItemHP;
if (position == ConquerItem.Boots)
Entity.Dodge += (byte)dbi.PlusInformation.Dodge;
}
}
/* if (position == ConquerItem.Garment)
{
if (item.ID == 187425)
{
Entity.BaseDefence += 400;
Entity.BaseMagicDefence += 2;
}
else if (item.ID == 187415)
{
Entity.BaseDefence += 600;
Entity.BaseMagicDefence += 3;
}
else if (item.ID == 187405)
{
Entity.BaseDefence += 800;
Entity.BaseMagicDefence += 4;
}
}*/
if (position == ConquerItem.Bottle)
{
if (item.ID == 2100075)
{
Entity.Breaktrough += 30;
Entity.Counteraction += 30;
Entity.CriticalStrike += 300;
Entity.Immunity += 300;
}
}
byte socketone = (byte)item.SocketOne;
byte sockettwo = (byte)item.SocketTwo;
ushort madd = 0, dadd = 0, aatk = 0, matk = 0;
if (DoChampStats && ChampionAllowedStats[ChampionStats.Grade][2] >= 1 || !DoChampStats)
{
switch (socketone)
{
case 1: Entity.Gems[0] += 5; break;
case 2: Entity.Gems[0] += 10; break;
case 3: Entity.Gems[0] += 15; break;
case 11: Entity.Gems[1] += 5; break;
case 12: Entity.Gems[1] += 10; break;
case 13: Entity.Gems[1] += 15; break;
case 31: Entity.Gems[3] += 10; break;
case 32: Entity.Gems[3] += 15; break;
case 33: Entity.Gems[3] += 25; break;
case 51: Entity.Gems[5] += 30; break;
case 52: Entity.Gems[5] += 50; break;
case 53: Entity.Gems[5] += 100; break;
case 61: Entity.Gems[6] += 15; break;
case 62: Entity.Gems[6] += 30; break;
case 63: Entity.Gems[6] += 50; break;
case 71: Entity.Gems[7] += 2; break;
case 72: Entity.Gems[7] += 4; break;
case 73: Entity.Gems[7] += 6; break;
case 101: aatk = matk += 100; break;
case 102: aatk = matk += 300; break;
case 103: aatk = matk += 500; break;
case 121: madd = dadd += 100; break;
case 122: madd = dadd += 300; break;
case 123: madd = dadd += 500; break;
}
} if (DoChampStats && ChampionAllowedStats[ChampionStats.Grade][2] >= 2 || !DoChampStats)
{
switch (sockettwo)
{
case 1: Entity.Gems[0] += 5; break;
case 2: Entity.Gems[0] += 10; break;
case 3: Entity.Gems[0] += 15; break;
case 11: Entity.Gems[1] += 5; break;
case 12: Entity.Gems[1] += 10; break;
case 13: Entity.Gems[1] += 15; break;
case 31: Entity.Gems[3] += 10; break;
case 32: Entity.Gems[3] += 15; break;
case 33: Entity.Gems[3] += 25; break;
case 51: Entity.Gems[5] += 30; break;
case 52: Entity.Gems[5] += 50; break;
case 53: Entity.Gems[5] += 100; break;
case 61: Entity.Gems[6] += 15; break;
case 62: Entity.Gems[6] += 30; break;
case 63: Entity.Gems[6] += 50; break;
case 71: Entity.Gems[7] += 2; break;
case 72: Entity.Gems[7] += 4; break;
case 73: Entity.Gems[7] += 6; break;
case 101: aatk = matk += 100; break;
case 102: aatk = matk += 300; break;
case 103: aatk = matk += 500; break;
case 121: madd = dadd += 100; break;
case 122: madd = dadd += 300; break;
case 123: madd = dadd += 500; break;
}
}
Entity.PhysicalDamageDecrease += dadd;
Entity.MagicDamageDecrease += madd;
Entity.PhysicalDamageIncrease += aatk;
Entity.MagicDamageIncrease += matk;
if (item.Position != ConquerItem.Steed)
if (!DoChampStats)
Entity.ItemHP += item.Enchant;
else
Entity.ItemHP += (uint)Math.Min(item.Enchant, ChampionAllowedStats[ChampionStats.Grade][6]);
#endregion
وكيدا تمام يا معلم محدش هياخود سرعة زيادة غيراللى حاطت نقاط
طبعا انا عارف ان فى ناس الاستودنت والقيم عندها بايظة انشاء الله هنزلكوم الكود فى موضوع تانى لتصليح القيم
:patch_ordi::patch_ordi::patch_ordi:
يلا سلاموووووووز
سلاموز ايه يا عم هوا احنا فهمنا حاجة طيب هات صورة توضح اللى انت قولته
طيب ولا تزعله صورة قبل المشكلة وبعد حلها
عفواً لايمكن عرض الروابط في الإرشيف
بعد حل المشكلة
عفواً لايمكن عرض الروابط في الإرشيف
طبعا حضرتكوم شايفين القيم كاملة عاملة أزاى زاى اونلاين هنزل الكود انشاء الله