BlooDKiD-TQ مشرف Conquer Online Private Server
![مشرف Conquer Online Private Server مشرف Conquer Online Private Server](https://2img.net/i/itest/ranks/default/default6.gif)
عدد المساهمات : 42 نقاط : 36250 تاريخ التسجيل : 05/08/2014
![تكامل موضوع حل مشكلة الدم مش بيكمل لاخره Empty](https://2img.net/i/empty.gif) | موضوع: تكامل موضوع حل مشكلة الدم مش بيكمل لاخره الثلاثاء أغسطس 05, 2014 10:26 am | |
| بسم الله الرحمن الرحيم لحل هتفتح ملف GameClient.cs او GameState.cs هتبحث عن - الكود:
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private void loadItemStats(ConquerItem item) تقفل من سالب و تحط دي تحتيها على طول - الكود:
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private void loadItemStats(ConquerItem item) { if (item.ID == ConquerItem.GoldPrize) Entity.WearsGoldPrize = true; int position = item.Position; bool isOver = false; if (isOver = (position > 20)) position -= 20; item.IsWorn = true; if (!isOver) { if (position == ConquerItem.Garment || position == ConquerItem.Tower || position == ConquerItem.Fan || position == ConquerItem.RightWeaponAccessory || position == ConquerItem.LeftWeaponAccessory) Entity.SuperItemBless += item.Bless; if (position == ConquerItem.SteedArmor || position == ConquerItem.LeftWeaponAccessory || position == ConquerItem.RightWeaponAccessory) return; } int plus = item.Plus; if (DoChampStats) plus = Math.Min(item.Plus, ChampionAllowedStats[ChampionStats.Grade][0]); Database.ConquerItemInformation dbi = new Database.ConquerItemInformation(item.ID, item.Plus); if (dbi != null) { #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.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.BaseInformation.ID)) Entity.AttackRange += 4; else Entity.AttackRange += 3; } if (position == ConquerItem.LeftWeapon) { Entity.BaseMinAttack += (uint)(dbi.BaseInformation.MinAttack * 0.5F); Entity.BaseMaxAttack += (uint)(dbi.BaseInformation.MaxAttack * 0.5F); } 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; } } 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 } } هتبحث عن - الكود:
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public void CalculateHPBonus() تقفل من سالب و تحط دي تحتيها على طول - الكود:
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ateHPBonus() { switch (Entity.Class) { case 11: Entity.MaxHitpoints = (uint)(StatHP * 1.05F); break; case 12: Entity.MaxHitpoints = (uint)(StatHP * 1.08F); break; case 13: Entity.MaxHitpoints = (uint)(StatHP * 1.10F); break; case 14: Entity.MaxHitpoints = (uint)(StatHP * 1.12F); break; case 15: Entity.MaxHitpoints = (uint)(StatHP * 1.15F); break; default: Entity.MaxHitpoints = (uint)StatHP; break; } Entity.MaxHitpoints += Entity.ItemHP; var plus = Entity.SubClasses.Classes.SingleOrDefault(x => x.Value.ID == 9); if (plus.Value != null && Entity.SubClass == 9) Entity.MaxHitpoints += (uint)(plus.Value.Level * 100); Entity.Hitpoints = Math.Min(Entity.Hitpoints, Entity.MaxHitpoints); } هتبحث عن - الكود:
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public void CalculateStatBonus()
تقفل من سالب و تحط دي تحتيها على طول - الكود:
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public void CalculateStatBonus() { byte ManaBoost = 5; const byte HitpointBoost = 24; sbyte Class = (sbyte)(Entity.Class / 10); if (Class == 13 || Class == 14) ManaBoost += (byte)(5 * (Entity.Class - (Class * 10))); StatHP = (ushort)((Entity.Strength * 3) + (Entity.Agility * 3) + (Entity.Spirit * 3) + (Entity.Vitality * HitpointBoost)); Entity.MaxMana = (ushort)((Entity.Spirit * ManaBoost) + Entity.ItemMP); Entity.Mana = Math.Min(Entity.Mana, Entity.MaxMana); } وطبعا تثبته و هتنحل المشكله \\ تم بحمد الله تعالى | |
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Admin المؤسس والمدير العام للمنتدى
![المؤسس والمدير العام للمنتدى المؤسس والمدير العام للمنتدى](https://2img.net/i/itest/ranks/stars/stars13.gif)
![Admin](https://2img.net/u/1615/40/10/02/avatars/1-97.gif)
عدد المساهمات : 155 نقاط : 36463 تاريخ التسجيل : 03/08/2014 الموقع : arab-professionals.forumegypt.net/ العمل/الترفيه : طالب
![تكامل موضوع حل مشكلة الدم مش بيكمل لاخره Empty](https://2img.net/i/empty.gif) | موضوع: رد: تكامل موضوع حل مشكلة الدم مش بيكمل لاخره الثلاثاء أغسطس 05, 2014 4:38 pm | |
| - BlooDKiD-TQ كتب:
- بسم الله الرحمن الرحيم
لحل هتفتح ملف GameClient.cs او GameState.cs هتبحث عن - الكود:
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private void loadItemStats(ConquerItem item)
تقفل من سالب و تحط دي تحتيها على طول
- الكود:
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private void loadItemStats(ConquerItem item) { if (item.ID == ConquerItem.GoldPrize) Entity.WearsGoldPrize = true; int position = item.Position; bool isOver = false; if (isOver = (position > 20)) position -= 20; item.IsWorn = true; if (!isOver) { if (position == ConquerItem.Garment || position == ConquerItem.Tower || position == ConquerItem.Fan || position == ConquerItem.RightWeaponAccessory || position == ConquerItem.LeftWeaponAccessory) Entity.SuperItemBless += item.Bless; if (position == ConquerItem.SteedArmor || position == ConquerItem.LeftWeaponAccessory || position == ConquerItem.RightWeaponAccessory) return; } int plus = item.Plus; if (DoChampStats) plus = Math.Min(item.Plus, ChampionAllowedStats[ChampionStats.Grade][0]); Database.ConquerItemInformation dbi = new Database.ConquerItemInformation(item.ID, item.Plus); if (dbi != null) { #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.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.BaseInformation.ID)) Entity.AttackRange += 4; else Entity.AttackRange += 3; } if (position == ConquerItem.LeftWeapon) { Entity.BaseMinAttack += (uint)(dbi.BaseInformation.MinAttack * 0.5F); Entity.BaseMaxAttack += (uint)(dbi.BaseInformation.MaxAttack * 0.5F); } 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; } } 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 } } هتبحث عن - الكود:
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public void CalculateHPBonus() تقفل من سالب و تحط دي تحتيها على طول - الكود:
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ateHPBonus() { switch (Entity.Class) { case 11: Entity.MaxHitpoints = (uint)(StatHP * 1.05F); break; case 12: Entity.MaxHitpoints = (uint)(StatHP * 1.08F); break; case 13: Entity.MaxHitpoints = (uint)(StatHP * 1.10F); break; case 14: Entity.MaxHitpoints = (uint)(StatHP * 1.12F); break; case 15: Entity.MaxHitpoints = (uint)(StatHP * 1.15F); break; default: Entity.MaxHitpoints = (uint)StatHP; break; } Entity.MaxHitpoints += Entity.ItemHP; var plus = Entity.SubClasses.Classes.SingleOrDefault(x => x.Value.ID == 9); if (plus.Value != null && Entity.SubClass == 9) Entity.MaxHitpoints += (uint)(plus.Value.Level * 100); Entity.Hitpoints = Math.Min(Entity.Hitpoints, Entity.MaxHitpoints); } هتبحث عن - الكود:
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public void CalculateStatBonus()
تقفل من سالب و تحط دي تحتيها على طول - الكود:
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public void CalculateStatBonus() { byte ManaBoost = 5; const byte HitpointBoost = 24; sbyte Class = (sbyte)(Entity.Class / 10); if (Class == 13 || Class == 14) ManaBoost += (byte)(5 * (Entity.Class - (Class * 10))); StatHP = (ushort)((Entity.Strength * 3) + (Entity.Agility * 3) + (Entity.Spirit * 3) + (Entity.Vitality * HitpointBoost)); Entity.MaxMana = (ushort)((Entity.Spirit * ManaBoost) + Entity.ItemMP); Entity.Mana = Math.Min(Entity.Mana, Entity.MaxMana); } وطبعا تثبته و هتنحل المشكله \\ تم بحمد الله تعالى تسلم ايدك فى ناس كتير فعلا محتاجاه تسلم ايدك يا معلم استمر فى الاباداع بالتوفيق | |
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manboy00 عضو مشارك
![عضو مشارك عضو مشارك](https://2img.net/i/itest/ranks/default/default2.gif)
![manboy00](https://2img.net/u/1615/40/10/02/avatars/9-30.jpg)
عدد المساهمات : 41 نقاط : 36222 تاريخ التسجيل : 05/08/2014 العمر : 31 العمل/الترفيه : مهندس كومبيوتر-اسعى للوصول للبرمجيات
![تكامل موضوع حل مشكلة الدم مش بيكمل لاخره Empty](https://2img.net/i/empty.gif) | موضوع: رد: تكامل موضوع حل مشكلة الدم مش بيكمل لاخره الثلاثاء أغسطس 05, 2014 11:07 pm | |
| تسلمـ ايدكـ يامعلم أستمر . . . | |
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BlooDKiD-TQ مشرف Conquer Online Private Server
![مشرف Conquer Online Private Server مشرف Conquer Online Private Server](https://2img.net/i/itest/ranks/default/default6.gif)
عدد المساهمات : 42 نقاط : 36250 تاريخ التسجيل : 05/08/2014
![تكامل موضوع حل مشكلة الدم مش بيكمل لاخره Empty](https://2img.net/i/empty.gif) | موضوع: رد: تكامل موضوع حل مشكلة الدم مش بيكمل لاخره الأربعاء أغسطس 06, 2014 12:36 am | |
| الله يسلمكم من كل شر و الف شكر على المرور | |
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Jimmy. عضو مشارك
![عضو مشارك عضو مشارك](https://2img.net/i/itest/ranks/default/default2.gif)
![Jimmy.](https://2img.net/u/1615/40/10/02/avatars/23-7.gif)
عدد المساهمات : 67 نقاط : 36258 تاريخ التسجيل : 07/08/2014 العمل/الترفيه : لسه طالب في ثانوي
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