/src/constants/GameConstants.java
add
and
/src/net/handler/PlayerHandler.java
and seach
if (player.getBuffedValue(MapleBuffStat.BLIND) != null) {
bain item work?
add
PHP Code:
public static int getStatChance() {
return 25;
}
public static MonsterStatus getStatFromWeapon(final int itemid) {
switch (itemid) {
// return MonsterStatus.ACC;
case 1382068:
return MonsterStatus.DARKNESS;
// return MonsterStatus.SPEED;
}
return null;
}
public static int getXForStat(MonsterStatus status) {
switch (status) {
// case ACC:
// return -70;
// case SPEED:
// return -50;
case DARKNESS:
return -70;
}
return 0;
}
public static int getSkillForStat(MonsterStatus status) {
switch (status) {
case DARKNESS:
return 1111003;
// case STUN:
// return 10002;
// case SPEED:
// return 3121007;
}
return 0;
}
/src/net/handler/PlayerHandler.java
and seach
if (player.getBuffedValue(MapleBuffStat.BLIND) != null) {
PHP Code:
if (totDamageToOneMonster > 0) {
IItem weapon_ = player.getInventory(MapleInventoryType.EQUIPPED).getItem((byte) -11);
if (weapon_ != null) {
MonsterStatus status = GameConstants.getStatFromWeapon(weapon_.getItemId()); //10001 = acc/darkness. 10005 = speed/slow.
if (status != null && Randomizer.getInstance().nextInt(100) < GameConstants.getStatChance()) {
MonsterStatusEffect monsterStatusEffect = new MonsterStatusEffect(status, Integer.valueOf(GameConstants.getXForStat(status)), GameConstants.getSkillForStat(status), null, false);
monster.applyStatus(player, monsterStatusEffect, false, 10000, false);
}
}
}