:facepalm::facepalm::facepalm::facepalm::facepalm:Quote:
i have never talked about the algorithm of the shell generation ... cant we just stop this discussion? I know that lucfier and you are better than i will ever be, so i will just accept what you are saying.
Oh man it's like you dug yourself a hole and jumped right in it...
Both blowa and lucifer told you the same thing it's like you ignored it.
I will try to make it as clear as possible : the shells are GENERATED properly.
When you get a shell, you will get the same options as on official.
BUT
Every shell EFFECT doest not work, that is because said effect does not have a handler, a piece of code that tells your server what to do with this effect.
In the code you will see something like that :
Code:
foreach (var shell in battleEntity.ShellWeaponEffects)
{
switch (shell.Effect)
{
case (byte)ShellWeaponEffectType.Blackout:
{
var buff = new Buff(7, battleEntity.Level);
if (ServerManager.RandomNumber() < shell.Value)
{
AddBuff(buff);
}
break;
}
Note:This code is from CiapaNos, not NosWings.