sorry i was in rush didn't read well you want to check if it's equipped
you need a bool at entinity, set this bool from
set it from public static void EquipItem(ItemUsage itemUsage, GameState client , byte[] packet)
also from public static void UnequipItem(ItemUsage usage, GameState client)
once on equip to set it to true
once on unequip to set it on false
you gona do the check at EquipItem UnequipItem with the item id you will get in the packets , you don't need to know much about the structure of packets you get on eq/ueq because it's already done in there , but it's way better to have a look at the packet handlers to understand the source
and finally you will do the check on killing monster with your bool
sorry for my poor english , feel free to pm me if you failed (gota show me what you done cuz i won't do it for you just help out)
and to avoid anyone say it's not efficient way i never said it is , it's just an example
goodluck mate
EDIT:
i've gave it a try , item id at those methods (eq,uneq) is static as it get that static id from the dynamic id throw "TryGetItem" method , so yup all you need to do is create item or get any item id from itemtype
and do the following
at entinity
Code:
public bool IsWearingTheItem { get; set; }
at the packet handler add this
at EquipItem
Code:
if (item.ID == itemid) client.Entity.IsWearingTheItem = true;
and it's inverse at unequip
then at the monsterinfo
do the check as simple as this
Code:
if (killer.IsWearingTheItem)
{
}
that's it