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SkillInfo info = skill.Info;
double StatGainBonus = .1;
if ( from.StrLock == StatLockType.Up && ((info.StrGain / 33.3) + StatGainBonus) > Utility.RandomDouble() )
{
if( info.StrGain != 0 )
GainStat( frype.Up && ((info.DexGain / 33.3) + StatGainBonus) > Utility.RandomDouble() )
{
if( info.DexGain != 0 )
GainStat( from, Stat.Dex );
}
else if ( from.IntLock == StatLockType.Up && ((info.IntGain / 33.3) + StatGainBonus) > Utility.RandomDouble() )
{
if( info.IntGain != 0 )
GainStat( from, Stat.Int );
//following line used to show chance to gain stats ingame
//from.SendMessage( "Str: {0} Dex: {1} Int: {2}",((info.StrGain / 33.3) + StatGainBonus),((info.DexGain / 33.3) + StatGainBonus)
,((info.IntGain / 33.3) + StatGainBonus) );
}
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if ( skill.Lock == SkillLock.Up )
{
SkillInfo info = skill.Info;
if ( from.StrLock == StatLockType.Up && (info.StrGain / 33.3) > Utility.RandomDouble() )
GainStat( from, Stat.Str );
else if ( from.DexLock == StatLockType.Up && (info.DexGain / 33.3) > Utility.RandomDouble() )
GainStat( from, Stat.Dex );
else if ( from.IntLock == StatLockType.Up && (info.IntGain / 33.3) > Utility.RandomDouble() )
GainStat( from, Stat.Int );
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