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Item = anyfreeid Lotery 3 0 11 4 2 0 0 0 0 1 0 6 9 price 1 -1 0 0 0 0 0 -1 42 0
Game.h
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void LoteryHandler(int iClientH);
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void CGame::LoteryHandler(int iClientH)
{
class CItem * pItem;
int iItemID;
if (m_pClientList[iClientH] == NULL) return;
switch (iDice(1,38)) {
case 1:iItemID=188;break;//SnakeMeat
case 2:iItemID=189;break;//SnakeSkin
case 3:iItemID=190;break;//SnakeTeeth
case 4:iItemID=191;break;//SnakeTongue
case 5:iItemID=192;break;//AntLeg
case 6:iItemID=193;break;//AntFeeler
case 7:iItemID=194;break;//CyclopsEye
case 8:iItemID=195;break;//CyclopsHandEdge
case 9:iItemID=196;break;//CyclopsHeart
case 10:iItemID=197;break;//CyclopsMeat
case 11:iItemID=198;break;//CyclopsLeather
case 12:iItemID=199;break;//HelboundHeart
case 13:iItemID=200;break;//HelboundLeather
case 14:iItemID=201;break;//HelboundTail
case 15:iItemID=202;break;//HelboundTeeth
case 16:iItemID=203;break;//HelboundClaw
case 17:iItemID=204;break;//HelboundTongue
case 18:iItemID=205;break;//LumpofClay
case 19:iItemID=206;break;//OrcMeat
case 20:iItemID=207;break;//OrcLeather
case 21:iItemID=208;break;//OrcTeeth
case 22:iItemID=209;break;//OgreHair
case 23:iItemID=210;break;//OgreHeart
case 24:iItemID=211;break;//OgreMeat
case 25:iItemID=212;break;//OgreLeather
case 26:iItemID=213;break;//OgreTeeth
case 27:iItemID=214;break;//OgreClaw
case 28:iItemID=215;break;//ScorpionPincers
case 29:iItemID=216;break;//ScorpionMeat
case 30:iItemID=217;break;//ScorpionSting
case 31:iItemID=218;break;//ScorpionSkin
case 32:iItemID=219;break;//SkeletonBones
case 33:iItemID=220;break;//SlimeJelly
case 34:iItemID=221;break;//StoneGolemPiece
case 35:iItemID=222;break;//TrollHeart
case 36:iItemID=223;break;//TrollMeat
case 37:iItemID=224;break;//TrollLeather
case 38:iItemID=225;break;//TrollClaw
}
//chance
if (iDice(1,120) <= 3) iItemID=650;//ZemstoneOfSacrifice
//chance
pItem = new class CItem;
if (_bInitItemAttr(pItem, iItemID) == FALSE) {
delete pItem;
}
else {
m_pMapList[ m_pClientList[iClientH]->m_cMapIndex ]->bSetItem(m_pClientList[iClientH]->m_sX,
m_pClientList[iClientH]->m_sY, pItem);
SendEventToNearClient_TypeB(MSGID_EVENT_COMMON, DEF_COMMONTYPE_ITEMDROP, m_pClientList[iClientH]->m_cMapIndex,
m_pClientList[iClientH]->m_sX, m_pClientList[iClientH]->m_sY,
pItem->m_sSprite, pItem->m_sSpriteFrame, pItem->m_cItemColor);
}
}
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// fixed location teleportation:
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case 2: //lotery
ItemDepleteHandler(iClientH, sItemIndex, TRUE);
LoteryHandler(iClientH);
break;