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ManiacRobert

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Posts posted by ManiacRobert

  1.                 elif self.IsTreasureBox(itemSlotIndex):
                        self.SendMultipleUseItemPacket(itemSlotIndex)    
    

      

      def IsTreasureBox(self, slotIndex):
            itemVnum = player.GetItemIndex(slotIndex)
            item.SelectItem(itemVnum)
            
            if item.GetItemType() == item.ITEM_TYPE_GIFTBOX:
                return True            
            treasures = {
                0: 27987,
                1: 50024,
                2: 50025,
                3: 50031,
                4: 50032,
                5: 80003,
            }
            
            if itemVnum in treasures.values():
                return True
                
            return False    
    	def SendMultipleUseItemPacket(self, slotIndex):	
    		for i in xrange(player.GetItemCount(slotIndex)):
    			self.__SendUseItemPacket(slotIndex)	

     

  2. 		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
    		{
    			DWORD vnum = pItem->GetIndex();
    
    			if (12010 <= vnum && vnum <= 12049)
    			{
    				__AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL);
    				__AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL2);
    			}
    #ifdef VERSION_162_ENABLED
    			if (20760 <= vnum && vnum <= 20959)
    			{
    				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL3);
    				break;
    			}
    #endif
    		}
    
    
    		if (refine < 7)	//현재 제련도 7 이상만 이펙트가 있습니다.
    			return 0;
    
    		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
    		{
    			m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7;
    			__AttachEffect(m_armorRefineEffect);
    		}
    		break;
    	}
    	return 0;
    }

     

  3. 	if (pkAttacker->IsPC() == true)
    	{
    		iAtk -= (iAtk * pkVictim->GetPoint(POINT_RESIST_HUMAN)) / 100;
    		switch (pkAttacker->GetJob())
    		{
    			case JOB_WARRIOR:
    				iAtk -= (iAtk * pkVictim->GetPoint(POINT_RESIST_WARRIOR)) / 100;
    				break;
    
    			case JOB_ASSASSIN:
    				iAtk -= (iAtk * pkVictim->GetPoint(POINT_RESIST_ASSASSIN)) / 100;
    				break;
    
    			case JOB_SURA:
    				iAtk -= (iAtk * pkVictim->GetPoint(POINT_RESIST_SURA)) / 100;
    				break;
    
    			case JOB_SHAMAN:
    				iAtk -= (iAtk * pkVictim->GetPoint(POINT_RESIST_SHAMAN)) / 100;
    				break;
    #ifdef ENABLE_WOLFMAN_CHARACTER
    			case JOB_WOLFMAN: // TODO: 수인족 저항 처리
    				iAtk -= (iAtk * pkVictim->GetPoint(POINT_RESIST_WOLFMAN)) / 100;
    				break;
    #endif
    		}
    	}

    iAtk -= (iAtk * pkVictim->GetPoint(POINT_RESIST_HUMAN)) / 100; 

     

    GL

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