±Û ¾´ÀÌ |
¸Þ¼¼Áö ³»¿ë
|
GangPung |
Á¦¸ñ : ½ºÅ³º° ³À̵µ ¼³Á¤¿¡ ´ëÇÏ¿©... [Çؼ®] ±Û ÀÛ¼º½Ã°£ : 2003-12-26 ±Ý 12:30 pm |
|
|
 ¿î ¿µ ÀÚ

°¡ÀÔÀÏ: 2003³â 12¿ù 22ÀÏ °Ô½Ã¹°: 322 ÁÖ ¼Ò: ´ëÇѹα¹
|
¾Õ¿¡¼ ¿ø¹®¿¡ ´ëÇØ ±â¼úÀ» Çغ¸°íÀÚ ÇÕ´Ï´Ù.
1. ½ºÅ³ ³À̵µ°¡ ³Ê¹« ³ôÀº°Å¿¡ ´ëÇØ ³À̵µ¸¦ ³·Ãß°íÀÚ ÇÑ´Ù¸é...
ÄÚµå : |
gc += ( 1.0 - chance ) * ( success ? 0.5 : 0.2 );
gc /= 2;
|
gc °ª¿¡ ´ëÇØ gc /=2 1/2·Î ³ª´²¼ ´ëÀÔÇ϶ó´Â °ªÀÌ´Ù.
À§ÀÇ °ªº¸´Ù ½±°Ô ÇÏ°íÀÚ ÇÑ´Ù¸é..
2. ½ºÅ³ ³À̵µ¸¦ ¾î·Æ°Ô ÇÏ°íÀÚ ÇÑ´Ù¸é...
À§¿Í´Â ¹Ý´ë·Î gc /= 5 ¶Ç´Â ±× ÀÌ»óÀ¸·Î ÇØÁÖ¸éµÈ´Ù.
gc °ª¿¡ ´ëÇØ
ÄÚµå : |
if ( gc < 0.01 )
gc = 0.01;
|
ÃÖ¼Ò gc °ªÀº 0.01 ÀÌÇÏ°¡ µÉ¼ö ¾ø´Ù. 1%ÀÇ ÀÌÇÏÀÇ °ªÀº °¡Áú¼ö ¾ø´Ù´Â °ÍÀ» ÀǹÌÇÑ´Ù.
3. ƯÁ¤ ½ºÅ³¿¡ ´ëÇØ ³À̵µ¸¦ Á¶ÀýÇÏ°íÀÚ ÇÑ´Ù¸é...
ÄÚµå : |
public static void Initialize()
{
Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler( Mobile_SkillCheckLocation );
Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler( Mobile_SkillCheckDirectLocation );
Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler( Mobile_SkillCheckTarget );
Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler( Mobile_SkillCheckDirectTarget );
SkillInfo.Table[0].GainFactor = 1;// Alchemy = 0,
SkillInfo.Table[1].GainFactor = .8;// Anatomy = 1,
SkillInfo.Table[2].GainFactor = 1;// AnimalLore = 2,
SkillInfo.Table[3].GainFactor = 1;// ItemID = 3,
SkillInfo.Table[4].GainFactor = 1;// ArmsLore = 4,
SkillInfo.Table[5].GainFactor = .8;// Parry = 5,
SkillInfo.Table[6].GainFactor = 1;// Begging = 6,
SkillInfo.Table[7].GainFactor = 1;// Blacksmith = 7,
SkillInfo.Table[8].GainFactor = 1;// Fletching = 8,
SkillInfo.Table[9].GainFactor = 1;// Peacemaking = 9,
SkillInfo.Table[10].GainFactor = 1;// Camping = 10,
SkillInfo.Table[11].GainFactor = 1;// Carpentry = 11,
SkillInfo.Table[12].GainFactor = 1;// Cartography = 12,
SkillInfo.Table[13].GainFactor = 1;// Cooking = 13,
SkillInfo.Table[14].GainFactor = 1;// DetectHidden = 14,
SkillInfo.Table[15].GainFactor = 1;// Discordance = 15,
SkillInfo.Table[16].GainFactor = 1;// EvalInt = 16,
SkillInfo.Table[17].GainFactor = 1;// Healing = 17,
SkillInfo.Table[18].GainFactor = 1;// Fishing = 18,
SkillInfo.Table[19].GainFactor = 1;// Forensics = 19,
SkillInfo.Table[20].GainFactor = 1;// Herding = 20,
SkillInfo.Table[21].GainFactor = 1.1;// Hiding = 21,
SkillInfo.Table[22].GainFactor = 1;// Provocation = 22,
SkillInfo.Table[23].GainFactor = 1;// Inscribe = 23,
SkillInfo.Table[24].GainFactor = 1;// Lockpicking = 24,
SkillInfo.Table[25].GainFactor = .5;// Magery = 25,
SkillInfo.Table[26].GainFactor = 1.5;// MagicResist = 26,
SkillInfo.Table[27].GainFactor = .85;// Tactics = 27,
SkillInfo.Table[28].GainFactor = 1;// Snooping = 28,
SkillInfo.Table[29].GainFactor = 1;// Musicianship = 29,
SkillInfo.Table[30].GainFactor = 1;// Poisoning = 30
SkillInfo.Table[31].GainFactor = 1;// Archery = 31
SkillInfo.Table[32].GainFactor = 1;// SpiritSpeak = 32
SkillInfo.Table[33].GainFactor = 1.2;// Stealing = 33
SkillInfo.Table[34].GainFactor = 1;// Tailoring = 34
SkillInfo.Table[35].GainFactor = 1.1;// AnimalTaming = 35
SkillInfo.Table[36].GainFactor = 1;// TasteID = 36
SkillInfo.Table[37].GainFactor = 1;// Tinkering = 37
SkillInfo.Table[38].GainFactor = 1;// Tracking = 38
SkillInfo.Table[39].GainFactor = 1;// Veterinary = 39
SkillInfo.Table[40].GainFactor = .8;// Swords = 40
SkillInfo.Table[41].GainFactor = .8;// Macing = 41
SkillInfo.Table[42].GainFactor = .75;// Fencing = 42
SkillInfo.Table[43].GainFactor = .8;// Wrestling = 43
SkillInfo.Table[44].GainFactor = .8;// Lumberjacking = 44
SkillInfo.Table[45].GainFactor = .75;// Mining = 45
SkillInfo.Table[46].GainFactor = .4;// Meditation = 46
SkillInfo.Table[47].GainFactor = 1;// Stealth = 47
SkillInfo.Table[48].GainFactor = 1;// RemoveTrap = 48
SkillInfo.Table[49].GainFactor = 1;// Necromancy = 49
SkillInfo.Table[50].GainFactor = .6;// Focus = 50
SkillInfo.Table[51].GainFactor = 1;// Chivalry = 51
}
|
À§ÀÇ ÄÚµåÁß Çϳª¸¦ ¿¹¸¦ µé¾î
ÄÚµå : |
SkillInfo.Table[46].GainFactor = .4;// Meditation = 46
|
¸í»ó ½ºÅ³¿¡ ´ëÇØ GainFactor ±âº»°ªÀ» 4·Î Á¤ÇÔ¿¡ ÀÖ¾î¼ ½ºÅ³À̵濡 ÀÖ¾î À̵æÀ» ÃëÇÒ ¼öÄ¡¿¡ 4¸¦ °öÇÏ´Â ¼ÀÀÌ´Ù. ¸í»ó ½ºÅ³¿¡ ÀÖ¾î¼ ³À̵µ¸¦ ¾î·Æ°Ô ÇÑ´Ù´Â ÀǹÌÀÎ°Å¿Í »óÅëÇÏ´Ù.
ÄÚµå : |
SkillInfo.Table[26].GainFactor = 1.5;// MagicResist = 26,
|
±×¿Í´Â ¹Ý´ë·Î ¸¶¹ý ÀúÇ× ½ºÅ³¿¡ ´ëÇØ GainFactor À» 1.5·Î ¼³Á¤ 2ÀÌÇÏ¿¡¼ÀÇ ³À̵µ¿¡ ºñÇØ ÈξÀ ½±°Ô ½ºÅ³À» Å͵æÇÒ¼ö ÀÖ´Ù.
¼¼ºÎÀûÀÎ ½ºÅ³ ³À̵µ¸¦ Á¶ÀýÇغ¸°íÀÚ ÇÑ´Ù¸é ¾Õ¿¡¼ÀÇ ¿µ¹®¿øº»°ú °°ÀÌ SkillCheck.cs ÆÄÀÏ¿¡ µ¤¾º¿ö¼ Å×½ºÆ®¸¦ Çغ¸¸é º¸´Ù´õ ÀÌÇØ°¡ ºü¸¦ °ÍÀ̶ó°í »ý°¢µË´Ï´Ù. Çؼ®, ºÐ¼®ÀÌ ¸¹ÀÌ ¹ÌÈíÇÏ´Ù°í »ý°¢µË´Ï´Ù. Á»´õ ½±°Ô º¸¿©µå¸®±â À§ÇØ Àú ¿ª½Ã °øºÎ¸¦ Çؾ߸¸ ÇÒµû¸§ÀÔÁÒ ^^;;
|
|
¡è ¸Ç À§·Î °¡±â ¡è |
|
 |
ppchun |
Á¦¸ñ : Âü°í°¡ µÇ´Â SkillChec.cs ±Û ÀÛ¼º½Ã°£ : 2005-07-28 ¸ñ 4:23 pm |
|
|
 Third Cicle [2]
![Third Cicle [2] Third Cicle [2]](images/magic/32.gif)
°¡ÀÔÀÏ: 2005³â 07¿ù 27ÀÏ °Ô½Ã¹°: 40
|
À§ °Á¿¡ µµ¿òµÇ½Ã¶ó°í ¿ø¹®¿¡ ¼ »ç¿ëÇÑ scrips\misc\skillcheck.cs ÈÀÏÀÇ º¯°æµÈ ¿øº»ÀÔ´Ï´Ù - ÀúÀåÇϼż ÀÚ½ÅÀÇ »þµå¿¡ Àû¿ëÇϼŵµ µË´Ï´Ù .
ÄÚµå : |
using System;
using Server;
using Server.Mobiles;
namespace Server.Misc
{
public class SkillCheck
{
private const bool AntiMacroCode = true; //Change this to false to disable anti-macro code
public static TimeSpan AntiMacroExpire = TimeSpan.FromMinutes( 5.0 ); //How long do we remember targets/locations?
public const int Allowance = 3; //How many times may we use the same location/target for gain
private const int LocationSize = 5; //The size of eeach location, make this smaller so players dont have to move as far
private static bool[] UseAntiMacro = new bool[]
{
// true if this skill uses the anti-macro code, false if it does not
false,// Alchemy = 0,
true,// Anatomy = 1,
true,// AnimalLore = 2,
true,// ItemID = 3,
true,// ArmsLore = 4,
false,// Parry = 5,
true,// Begging = 6,
false,// Blacksmith = 7,
false,// Fletching = 8,
true,// Peacemaking = 9,
true,// Camping = 10,
false,// Carpentry = 11,
false,// Cartography = 12,
false,// Cooking = 13,
true,// DetectHidden = 14,
true,// Discordance = 15,
true,// EvalInt = 16,
true,// Healing = 17,
true,// Fishing = 18,
true,// Forensics = 19,
true,// Herding = 20,
true,// Hiding = 21,
true,// Provocation = 22,
false,// Inscribe = 23,
true,// Lockpicking = 24,
true,// Magery = 25,
true,// MagicResist = 26,
false,// Tactics = 27,
true,// Snooping = 28,
true,// Musicianship = 29,
true,// Poisoning = 30,
false,// Archery = 31,
true,// SpiritSpeak = 32,
true,// Stealing = 33,
false,// Tailoring = 34,
true,// AnimalTaming = 35,
true,// TasteID = 36,
false,// Tinkering = 37,
true,// Tracking = 38,
true,// Veterinary = 39,
false,// Swords = 40,
false,// Macing = 41,
false,// Fencing = 42,
false,// Wrestling = 43,
true,// Lumberjacking = 44,
true,// Mining = 45,
true,// Meditation = 46,
true,// Stealth = 47,
true,// RemoveTrap = 48,
true,// Necromancy = 49,
false,// Focus = 50,
true,// Chivalry = 51
};
public static void Initialize()
{
Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler( Mobile_SkillCheckLocation );
Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler( Mobile_SkillCheckDirectLocation );
Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler( Mobile_SkillCheckTarget );
Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler( Mobile_SkillCheckDirectTarget );
SkillInfo.Table[0].GainFactor = 1;// Alchemy = 0, ** Á»´õ ½ºÅ³À» ½±°Ô ¾ò°Ô ÇÏ·Á¸é ¿ä±â ¾Æ·¡ÀÇ ³»¿ëÁß
SkillInfo.Table[1].GainFactor = .8;// Anatomy = 1, ÇØ´ç ½ºÅ³¿¡ °üÇÑ ¶óÀÎÀÇ GainFactor ¸¦ Á¶ÀýÇØ ÁÖ½Ã¸í µË´Ï´Ù.
SkillInfo.Table[2].GainFactor = 1;// AnimalLore = 2, ¼ýÀÚ°¡ ³·À»¼ö·Ï °ÔÀÎÀÌ ½¬¿öÁý´Ï´Ù **
SkillInfo.Table[3].GainFactor = 1;// ItemID = 3,
SkillInfo.Table[4].GainFactor = 1;// ArmsLore = 4,
SkillInfo.Table[5].GainFactor = .8;// Parry = 5,
SkillInfo.Table[6].GainFactor = 1;// Begging = 6,
SkillInfo.Table[7].GainFactor = 1;// Blacksmith = 7,
SkillInfo.Table[8].GainFactor = 1;// Fletching = 8,
SkillInfo.Table[9].GainFactor = 1;// Peacemaking = 9,
SkillInfo.Table[10].GainFactor = 1;// Camping = 10,
SkillInfo.Table[11].GainFactor = 1;// Carpentry = 11,
SkillInfo.Table[12].GainFactor = 1;// Cartography = 12,
SkillInfo.Table[13].GainFactor = 1;// Cooking = 13,
SkillInfo.Table[14].GainFactor = 1;// DetectHidden = 14,
SkillInfo.Table[15].GainFactor = 1;// Discordance = 15,
SkillInfo.Table[16].GainFactor = 1;// EvalInt = 16,
SkillInfo.Table[17].GainFactor = 1;// Healing = 17,
SkillInfo.Table[18].GainFactor = 1;// Fishing = 18,
SkillInfo.Table[19].GainFactor = 1;// Forensics = 19,
SkillInfo.Table[20].GainFactor = 1;// Herding = 20,
SkillInfo.Table[21].GainFactor = 1.1;// Hiding = 21,
SkillInfo.Table[22].GainFactor = 1;// Provocation = 22,
SkillInfo.Table[23].GainFactor = 1;// Inscribe = 23,
SkillInfo.Table[24].GainFactor = 1;// Lockpicking = 24,
SkillInfo.Table[25].GainFactor = .5;// Magery = 25,
SkillInfo.Table[26].GainFactor = 1.5;// MagicResist = 26,
SkillInfo.Table[27].GainFactor = .85;// Tactics = 27,
SkillInfo.Table[28].GainFactor = 1;// Snooping = 28,
SkillInfo.Table[29].GainFactor = 1;// Musicianship = 29,
SkillInfo.Table[30].GainFactor = 1;// Poisoning = 30
SkillInfo.Table[31].GainFactor = 1;// Archery = 31
SkillInfo.Table[32].GainFactor = 1;// SpiritSpeak = 32
SkillInfo.Table[33].GainFactor = 1.2;// Stealing = 33
SkillInfo.Table[34].GainFactor = 1;// Tailoring = 34
SkillInfo.Table[35].GainFactor = 1.1;// AnimalTaming = 35
SkillInfo.Table[36].GainFactor = 1;// TasteID = 36
SkillInfo.Table[37].GainFactor = 1;// Tinkering = 37
SkillInfo.Table[38].GainFactor = 1;// Tracking = 38
SkillInfo.Table[39].GainFactor = 1;// Veterinary = 39
SkillInfo.Table[40].GainFactor = .8;// Swords = 40
SkillInfo.Table[41].GainFactor = .8;// Macing = 41
SkillInfo.Table[42].GainFactor = .75;// Fencing = 42
SkillInfo.Table[43].GainFactor = .8;// Wrestling = 43
SkillInfo.Table[44].GainFactor = .8;// Lumberjacking = 44
SkillInfo.Table[45].GainFactor = .75;// Mining = 45
SkillInfo.Table[46].GainFactor = .4;// Meditation = 46
SkillInfo.Table[47].GainFactor = 1;// Stealth = 47
SkillInfo.Table[48].GainFactor = 1;// RemoveTrap = 48
SkillInfo.Table[49].GainFactor = 1;// Necromancy = 49
SkillInfo.Table[50].GainFactor = .6;// Focus = 50
SkillInfo.Table[51].GainFactor = 1;// Chivalry = 51
}
public static bool Mobile_SkillCheckLocation( Mobile from, SkillName skillName, double minSkill, double maxSkill )
{
Skill skill = from.Skills[skillName];
if ( skill == null )
return false;
double value = skill.Value;
if ( value < minSkill )
return false; // Too difficult
else if ( value >= maxSkill )
return true; // No challenge
double chance = (value - minSkill) / (maxSkill - minSkill);
Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
return CheckSkill( from, skill, loc, chance );
}
public static bool Mobile_SkillCheckDirectLocation( Mobile from, SkillName skillName, double chance )
{
Skill skill = from.Skills[skillName];
if ( skill == null )
return false;
if ( chance < 0.0 )
return false; // Too difficult
else if ( chance >= 1.0 )
return true; // No challenge
Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
return CheckSkill( from, skill, loc, chance );
}
public static bool CheckSkill( Mobile from, Skill skill, object amObj, double chance )
{
if ( from.Skills.Cap == 0 )
return false;
bool success = ( chance >= Utility.RandomDouble() );
double gc = (double)(from.Skills.Cap - from.Skills.Total) / from.Skills.Cap;
gc += ( skill.Cap - skill.Base ) / skill.Cap;
gc /= 2;
gc += ( 1.0 - chance ) * ( success ? 0.5 : 0.2 );
gc /= 1; // ¿äºÎºÐÀ» ¼öÁ¤ ÇÏ½Ã¸é µË´Ï´Ù
//EX) gc /= 2; //½ºÅ³ ¿Ã¸®±â°¡ µÎ¹è Èûµé¾îÁý´Ï´Ù
// gc /= 3; //½ºÅ³ ¿Ã¸®±â°¡ 3¹è Èûµé¾îÁý´Ï´Ù
// gc /= 0.5; //½ºÅ³ ¿Ã¸®±â°¡ 2¹è ½¬¿öÁý´Ï´Ù.
gc *= skill.Info.GainFactor; //Pulls the Gainfactor info from above section
if ( skill.Base > 35.0 )
gc /= 1.5;
else if ( skill.Base > 50.0 )
gc /= 2;
else if ( skill.Base > 70.0 )
gc /= 3;
else if ( skill.Base > 85.0 )
gc /= 4;
else if ( skill.Base > 95.0 )
gc /= 5;
if ( gc < 0.01 )
gc = 0.01;
if ( from.Alive && ( ( gc >= Utility.RandomDouble() && AllowGain( from, skill, amObj ) ) || skill.Base < 10.0 ) )
Gain( from, skill );
return success;
}
public static bool Mobile_SkillCheckTarget( Mobile from, SkillName skillName, object target, double minSkill, double maxSkill )
{
Skill skill = from.Skills[skillName];
if ( skill == null )
return false;
double value = skill.Value;
if ( value < minSkill )
return false; // Too difficult
else if ( value >= maxSkill )
return true; // No challenge
double chance = (value - minSkill) / (maxSkill - minSkill);
return CheckSkill( from, skill, target, chance );
}
public static bool Mobile_SkillCheckDirectTarget( Mobile from, SkillName skillName, object target, double chance )
{
Skill skill = from.Skills[skillName];
if ( skill == null )
return false;
if ( chance < 0.0 )
return false; // Too difficult
else if ( chance >= 1.0 )
return true; // No challenge
return CheckSkill( from, skill, target, chance );
}
private static bool AllowGain( Mobile from, Skill skill, object obj )
{
if ( from is PlayerMobile && AntiMacroCode && UseAntiMacro[skill.Info.SkillID] )
return ((PlayerMobile)from).AntiMacroCheck( skill, obj );
else
return true;
}
public enum Stat { Str, Dex, Int }
public static void Gain( Mobile from, Skill skill )
{
if ( from.Region is Regions.Jail )
return;
if ( skill.SkillName == SkillName.Focus && from is BaseCreature )
return;
if ( skill.Base < skill.Cap && skill.Lock == SkillLock.Up )
{
int toGain = 1;
if ( skill.Base <= 10.0 )
toGain = Utility.Random( 4 ) + 1;
Skills skills = from.Skills;
if ( ( skills.Total / skills.Cap ) >= Utility.RandomDouble() )//( skills.Total >= skills.Cap )
{
for ( int i = 0; i < skills.Length; ++i )
{
Skill toLower = skills[i];
if ( toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain )
{
toLower.BaseFixedPoint -= toGain;
break;
}
}
}
if ( (skills.Total + toGain) <= skills.Cap )
{
skill.BaseFixedPoint += toGain;
}
}
if ( skill.Lock == SkillLock.Up )
{
SkillInfo info = skill.Info;
//double statcalc = (double) ( from.StatCap - from.RawStatTotal ) / from.StatCap;
double statscalar = 1;//( (1 - statcalc) * 2.0 ) + 1;
//from.SendMessage( 0x35, "statcalc is {0}", statcalc ); // Debugging
//from.SendMessage( 0x35, "statscalar is {0}", statscalar ); // Debugging
if ( from.StrLock == StatLockType.Up && (info.StrGain / 30.0) > ( ( Utility.RandomDouble() ) * statscalar ) )
GainStat( from, Stat.Str );
else if ( from.DexLock == StatLockType.Up && (info.DexGain / 30.0) > ( ( Utility.RandomDouble() ) * statscalar ) )
GainStat( from, Stat.Dex );
else if ( from.IntLock == StatLockType.Up && (info.IntGain / 30.0) > ( ( Utility.RandomDouble() ) * statscalar ) )
GainStat( from, Stat.Int );
}
}
public static bool CanLower( Mobile from, Stat stat )
{
switch ( stat )
{
case Stat.Str: return ( from.StrLock == StatLockType.Down && from.RawStr > 10 );
case Stat.Dex: return ( from.DexLock == StatLockType.Down && from.RawDex > 10 );
case Stat.Int: return ( from.IntLock == StatLockType.Down && from.RawInt > 10 );
}
return false;
}
public static bool CanRaise( Mobile from, Stat stat )
{
if ( !(from is BaseCreature && ((BaseCreature)from).Controled) )
{
if ( from.RawStatTotal >= from.StatCap )
return false;
}
switch ( stat )
{
case Stat.Str: return ( from.StrLock == StatLockType.Up && from.RawStr < 125 );
case Stat.Dex: return ( from.DexLock == StatLockType.Up && from.RawDex < 125 );
case Stat.Int: return ( from.IntLock == StatLockType.Up && from.RawInt < 125 );
}
return false;
}
public static void IncreaseStat( Mobile from, Stat stat, bool atrophy )
{
atrophy = atrophy || (from.RawStatTotal >= from.StatCap);
switch ( stat )
{
case Stat.Str:
{
if ( atrophy )
{
if ( CanLower( from, Stat.Dex ) && (from.RawDex < from.RawInt || !CanLower( from, Stat.Int )) )
--from.RawDex;
else if ( CanLower( from, Stat.Int ) )
--from.RawInt;
}
if ( CanRaise( from, Stat.Str ) )
++from.RawStr;
break;
}
case Stat.Dex:
{
if ( atrophy )
{
if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawInt || !CanLower( from, Stat.Int )) )
--from.RawStr;
else if ( CanLower( from, Stat.Int ) )
--from.RawInt;
}
if ( CanRaise( from, Stat.Dex ) )
++from.RawDex;
break;
}
case Stat.Int:
{
if ( atrophy )
{
if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawDex || !CanLower( from, Stat.Dex )) )
--from.RawStr;
else if ( CanLower( from, Stat.Dex ) )
--from.RawDex;
}
if ( CanRaise( from, Stat.Int ) )
++from.RawInt;
break;
}
}
}
private static TimeSpan m_StatGainDelay = TimeSpan.FromMinutes( 8.0 );
public static void GainStat( Mobile from, Stat stat )
{
if ( (from.LastStatGain + m_StatGainDelay) >= DateTime.Now )
return;
from.LastStatGain = DateTime.Now;
bool atrophy = ( (from.RawStatTotal / (double)from.StatCap) >= Utility.RandomDouble() );
IncreaseStat( from, stat, atrophy );
}
}
}
| [/code]
|
|
¡è ¸Ç À§·Î °¡±â ¡è |
|
 |
wjsdydans |
Á¦¸ñ : ÈåÀ½ ±Û ÀÛ¼º½Ã°£ : 2006-07-12 ¼ö 11:25 pm |
|
|
Third Cicle [3]
![Third Cicle [3] Third Cicle [3]](images/magic/33.gif)
°¡ÀÔÀÏ: 2004³â 08¿ù 09ÀÏ °Ô½Ã¹°: 42
|
gc += ( 1.0 - chance ) * ( success ? 0.5 : 0.2 );
gc /= 2;
¿©±â¼ gc/= 2; Àº 2 °ªÀ» ³ª´©¾î ´ëÀÔÇ϶ó´Â ¶æÀÌÁÒ?
³ª´©¾î ´ëÀÔÇÏÁö ¾ÊÀ¸·Á¸é gc = 2; ÀÌ·±½ÄÀ¸·Î ÇÏ°í
gc = 1.5; ÀÌ·¸°Ô´Â ¾ÈµÉ±î¿ä?
|
|
¡è ¸Ç À§·Î °¡±â ¡è |
|
 |
|
|