Anyways, here's the deal...let me first show you what it does...
Under iCalculateAttackEffect
Explanation: If the person beeing attacked has the effect ON it throws a dice of 10 faces, it the result is face 5 and target's hp is less or equal than the damage that will be inflicted, then just do -1 dmg on target.if ((m_pClientList[sTargetH]->m_bIsLuckyEffect == TRUE) &&
(iDice(1,10) == 5) && (m_pClientList[sTargetH]->m_iHP <= iAP_SM)) {
// Çà¿îÈ¿°ú·Î Á×À½À» ¸ð¸éÇÑ´Ù.
iAP_SM = m_pClientList[sTargetH]->m_iHP - 1;
}
Under _PenaltyDrop
Explanation: At this function, it just throws the same dice, and if face is number 5 then player won't drop nothing when die.else if ((m_pClientList[iClientH]->m_bIsLuckyEffect == TRUE) && (iDice(1,10) == 5)) {
// ij¸¯ÅÍ¿¡°Ô Çà¿îÈ¿°ú°¡ ÀÖÀ¸¸é 10% È®·ü·Î ¾ÆÀÌÅÛÀÌ ¶³¾îÁöÁö ¾Ê´Â´Ù.
}
Under Effect_Damage_Spot
Under Effect_Damage_Spot_DamageMove
Under Effect_Damage_Spot_Type2
Explanation: Again, same dice and if result is 5 and target's hp is less or equal than the damage that will be inflicted, then just do -1 dmg on target.if ((m_pClientList[sTargetH]->m_bIsLuckyEffect == TRUE) &&
(iDice(1,10) == 5) && (m_pClientList[sTargetH]->m_iHP <= iDamage)) {
// Çà¿îÈ¿°ú·Î Á×À½À» ¸ð¸éÇÑ´Ù.
iDamage = m_pClientList[sTargetH]->m_iHP - 1;
}
Under CalcTotalItemEffect
Explanation: Now here is the lil "bug" that when it's calculating the effects, it says if ET Value1 is number 5 and the ET Value2 is any number different than 0, then TURN ON LUCKY EFFECT.case DEF_ITEMEFFECTTYPE_ADDEFFECT:
switch (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sItemEffectValue1) {
case 5:
if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sItemEffectValue2 != 0)
m_pClientList[iClientH]->m_bIsLuckyEffect = TRUE;
else m_pClientList[iClientH]->m_bIsLuckyEffect = FALSE;
break;
I said "bug" cause...most of our config files...even "originals" comes with the LuckyGoldRing...as...
Having the ET Value1 at 5, BUT NOT HAVING the ET Value2 with a number different than 0.Item = 334 LuckyGoldRing 1 10 14 5 0 0 0 0 0 300 0 16 13 -2750 200 -1 0 0 0 0 -10 -1 46 0
Just thought might be useful ^_^
Won't be a bad idea, to set the dice to something like...
int lucky = m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sItemEffectValue2;
(iDice(1,lucky) == 1))
Having then the combination...
Beeing the 100% lucky effect ^_^ and beeing able to add certain % to other items.Item = 334 LuckyGoldRing 1 10 14 5 1 0 0 0 0 300 0 16 13 -2750 200 -1 0 0 0 0 -10 -1 46 0
C yas! ^_^