KillerBeeZ
Knight
Zeal said:That is untrue, the counting is base 0, so 0 is a number. If you changed them to 7's, then your server would crash when a 7 was rolled. Well, it would not crash necessarily, but nothing would happen.
Code:
if ( m_PerfectSocketGemRoll == 0 )
{
if ( m_GetPerfectSocketGemRoll == 0 )
{
PackItem( new PerfectAmethyst() );
}
else if ( m_GetPerfectSocketGemRoll == 1 )
{
PackItem( new PerfectDiamond() );
}
else if ( m_GetPerfectSocketGemRoll == 2 )
{
PackItem( new PerfectEmerald() );
}
else if ( m_GetPerfectSocketGemRoll == 3 )
{
PackItem( new PerfectRuby() );
}
else if ( m_GetPerfectSocketGemRoll == 4 )
{
PackItem( new PerfectSapphire() );
}
else if ( m_GetPerfectSocketGemRoll == 5 )
{
PackItem( new PerfectSkull() );
}
else if ( m_GetPerfectSocketGemRoll == 6 )
{
PackItem( new PerfectTopaz() );
}
}
Count the gem types one can get including the one for the 0 roll
7
private int m_GetPerfectSocketGemRoll = Utility.Random( 6 );
is rolling for 6 items not 7
As proof...
Have you gotten a Topaz yet? Has anyone? (doesnt count if you created it)
I have gotten 385 gems, killing all types of creatures, I have an even amount of every one of them, except no Topazes, now I know its all chance but thats too much to be left to chance, it simply doesnt give them.
Look at ANY switch statment that requires something be given each time and you will see the Utility.Random( * ); is ALWAYS 1 more than the number if the cases, or equal to the number of case statements including 0
thus I do believe you are mistaken