Quote:
Originally Posted by mix0067@
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.
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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;
}
A foreach loop and a switch case; each shell effect on your equipment is identified, and either there is code that tells the server to do something, or there is not. If you want to implement all the shell effects you only need to fill the gaps.
Note:This code is from CiapaNos, not NosWings.