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Apr 1st, 2020
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  1. game.cpp //
  2.  
  3. // STARA FUNKCJA GDZIE WSZYSTKO SMIGALO ALE KNIGHT NAPIERDALAL po 700 w moby
  4.  
  5. #ifdef YUR_RINGS_AMULETS
  6.         damage = applyAmulets(targetPlayer, damage, me->attackType);
  7. #endif //YUR_RINGS_AMULETS
  8.  
  9.         if (damage > 0) {
  10.             if(attackPlayer && attackPlayer->access < g_config.ACCESS_PROTECT) {
  11.                 if(targetPlayer && targetPlayer != attackPlayer && game->getWorldType() != WORLD_TYPE_NO_PVP)
  12.                     attackPlayer->pzLocked = true;
  13.             }
  14.  
  15.  
  16. // NOWA FUNKCJA gdzie knight bije juz slabiej, ale jak zrestartuje serwer albo skompiluje od nowa silnik bo cos zmienie w source to knight bije po 2000 damage albo czasami jak zrestartuje serwer to wogole nie atakuje , nie ma obrazen same dymki
  17.  
  18. #ifdef YUR_RINGS_AMULETS
  19.         damage = applyAmulets(targetPlayer, damage, me->attackType);
  20. #endif //YUR_RINGS_AMULETS
  21.  
  22.         if(attackPlayer && me->attackType == ATTACK_PHYSICAL && !me->offensive && attackPlayer->getVocation() == VOCATION_KNIGHT) {
  23.             damage -= damage * (0.01 * (double)g_config.KNIGHT_LOOSE);
  24.         }
  25.  
  26.         if (damage > 0) {
  27.             if(attackPlayer && attackPlayer->access < g_config.ACCESS_PROTECT) {
  28.                 if(targetPlayer && targetPlayer != attackPlayer && game->getWorldType() != WORLD_TYPE_NO_PVP)
  29.                     attackPlayer->pzLocked = true;
  30.             }
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