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  ايجى4يو || Egy4u > أقسام كونكر برفيت > تطوير سيرفرات كـــونـــكر تـــهيس

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محمد مصطفي غير متواجد حالياً
محمد مصطفي
( مراقب اقسام كونكر برفيت )
اصحاب السيرفرات الصعبه اعمل عندك فكره جديدا للدروب !
: 07-22-2017 فى تمام الساعة 07:11 PM| المشاركة رقم: 1| من قسم: تطوير سيرفرات كـــونـــكر تـــهيس

بسم الله الرحمن الرحيم ,

موضوع انهردا بيتكلم عن دروب فى سيرفرك ,

الدروب عباره عن شنط سبئس ,

وكمان هتخلى فى ميزه للفى اى بى ,

المهم الفكره هى ان الشنطه ممكن تعملها لسيرفر سهل او صعب ,

حسب ما تيجى فى فكرتك ,

تانى حاجه لما يكون فى اى بى مش هيستنى انو يلم الشنط ,

لانو هيرحلو السبئس فى الايتم ,

هى الفكره حلوه بس للناس الى عيزها بس ,

اول حاجه هنروح على MonsterTable.cs ,

وهنعمل سيرش على الكود دا ,

Html

if (Kernel.Rate(Constants.ConquerPointsDropRate lessrate)) 
هتلاقيه فى سيرفرك حسب ما تحب المهم هنبدل الكود بتاع الدروب كلو بالكود دا ,

Html

if (Kernel.Rate(Constants.ConquerPointsDropRate lessrate))
            {
                if (
killer.EntityFlag == Game.EntityFlag.Player)
                {
                    if (
killer.Owner.Entity.VIPLevel == 0)
                    {
                        
uint amount = (uint)Level 1;
                        if (
amount 50)
                            
amount 50;
                        if (
amount 170)
                            
amount 170;
                        if (
killer != null && killer.Owner != null)
                        {
                            
uint ItemID 729911;
                            
ushort X Owner.XOwner.Y;
                            
Game.Map Map Kernel.Maps[Owner.MapID];
                            if (
Map.SelectCoordonates(ref Xref Y))
                            {
                                
Network.GamePackets.FloorItem floorItem = new Network.GamePackets.FloorItem(true);
                                
floorItem.ValueType Network.GamePackets.FloorItem.FloorValueType.ConquerPoints;
                                
floorItem.Value amount;
                                
floorItem.ItemID ItemID;
                                
floorItem.MapID Owner.MapID;
                                
floorItem.MapObjType Game.MapObjectType.Item;
                                
floorItem.X;
                                
floorItem.Y;
                                
floorItem.Type Network.GamePackets.FloorItem.Drop;
                                
floorItem.OnFloor Time32.Now;
                                
floorItem.UID Network.GamePackets.FloorItem.FloorUID.Next;
                                while (
Map.Npcs.ContainsKey(floorItem.UID))
                                    
floorItem.UID Network.GamePackets.FloorItem.FloorUID.Next;
                                
Map.AddFloorItem(floorItem);
                                
SendScreenSpawn(floorItem);
                            }
                        }
                    }
                    else
                    {
                        
#region VIP Area
                        
byte VIP killer.Owner.Entity.VIPLevel;
                        switch (
VIP)
                        {
                            case 
1:
                                {
                                    
uint amount = (uint)Level 7;
                                    if (
amount 10)
                                        
amount 10;
                                    if (
killer != null && killer.Owner != null)
                                    {
                                        
killer.Owner.Send(Constants.PickupConquerPoints(amount));
                                        
killer.ConquerPoints += (uint)amount;
                                        return;
                                    }
                                    break;
                                }
                            case 
2:
                                {
                                    
uint amount = (uint)Level 6;
                                    if (
amount 10)
                                        
amount 10;
                                    if (
killer != null && killer.Owner != null)
                                    {
                                        
killer.Owner.Send(Constants.PickupConquerPoints(amount));
                                        
killer.ConquerPoints += (uint)amount;
                                        return;
                                    }
                                    break;
                                }
                            case 
3:
                                {
                                    
uint amount = (uint)Level 5;
                                    if (
amount 10)
                                        
amount 10;
                                    if (
amount 100)
                                        if (
killer != null && killer.Owner != null)
                                        {
                                            
killer.Owner.Send(Constants.PickupConquerPoints(amount));
                                            
killer.ConquerPoints += (uint)amount;
                                            return;
                                        }
                                    break;
                                }
                            case 
4:
                                {
                                    
uint amount = (uint)Level 4;
                                    if (
amount 10)
                                        
amount 10;
                                    if (
killer != null && killer.Owner != null)
                                    {
                                        
killer.Owner.Send(Constants.PickupConquerPoints(amount));
                                        
killer.ConquerPoints += (uint)amount;
                                        return;
                                    }
                                    break;
                                }
                            case 
5:
                                {
                                    
uint amount = (uint)Level 3;
                                    if (
amount 15)
                                        
amount 15;
                                    if (
killer != null && killer.Owner != null)
                                    {
                                        
killer.Owner.Send(Constants.PickupConquerPoints(amount));
                                        
killer.ConquerPoints += (uint)amount;
                                        return;
                                    }
                                    break;
                                }
                            case 
6:
                                {
                                    
uint amount = (uint)Level 2;
                                    if (
amount 20)
                                        
amount 20;
                                    if (
killer != null && killer.Owner != null)
                                    {
                                        
killer.Owner.Send(Constants.PickupConquerPoints(amount));
                                        
killer.ConquerPoints += (uint)amount;
                                        return;
                                    }
                                    break;
                                }
                        }
                        
#endregion
                    
}
                }
            } 

نشوف بقى كمان كام صوره كدا ,





بعد كدا الاميل لما بقى فى اى بى هيروح السبئس كدا ويكتب فوق انو خد سبئس ,





كمان فى حاجه كل ما يروح مكان مختلف ياعنى مثلا ايبى بيرد ريد ديفل ,

هياخد سبئس اعلا من كدا ياعنى كل وحش بسئس مختلف ,

كل ما يكون اقوى كل ما يعلا ,

تحياتى للجميع بالتوفيق ,