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ÀÛ¼º±ÛÁ¦¸ñ : ½ºÅ³º° ³­À̵µ ¼³Á¤¿¡ ´ëÇÏ¿©... [Çؼ®]   ±Û ÀÛ¼º½Ã°£ : 2003-12-26 ±Ý 12:30 pm ±ÛÀ» ÀοëÇÏ¿© ÀÛ¼ºÇÕ´Ï´Ù.

¿î ¿µ ÀÚ
¿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..
ÄÚµå : 

gc /= 1;


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¿¡ À־ ½ºÅ³À̵濡 ÀÖ¾î À̵æÀ» ÃëÇÒ ¼öÄ¡¿¡ 4¸¦ °öÇÏ´Â ¼ÀÀÌ´Ù. ¸í»ó ½ºÅ³¿¡ À־ 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
ȸ¿ø ÇÁ·ÎÇÊ º¸±â ÂÊÁö º¸³»±â E-Mail º¸³»±â »ç¿ëÀÚÀÇ È¨ ÆäÀÌÁö·Î À̵¿Çϱâ MSN ¸Þ½ÅÀú
ppchun
ÀÛ¼º±ÛÁ¦¸ñ : Âü°í°¡ µÇ´Â SkillChec.cs   ±Û ÀÛ¼º½Ã°£ : 2005-07-28 ¸ñ 4:23 pm ±ÛÀ» ÀοëÇÏ¿© ÀÛ¼ºÇÕ´Ï´Ù.

Third Cicle [2]
Third Cicle [2]

°¡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]
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Third Cicle [3]
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gc += ( 1.0 - chance ) * ( success ? 0.5 : 0.2 );
gc /= 2;

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