GetChanceAtMin() public abstract method

public abstract GetChanceAtMin ( CraftItem item ) : double
item CraftItem
return double
Ejemplo n.º 1
0
        public double GetSuccessChance(Mobile from, Type typeRes, CraftSystem craftSystem, bool gainSkills, ref bool allRequiredSkills)
        {
            double minMainSkill = 0.0;
            double maxMainSkill = 0.0;
            double valMainSkill = 0.0;

            allRequiredSkills = true;

            for (int i = 0; i < m_arCraftSkill.Count; i++)
            {
                CraftSkill craftSkill = m_arCraftSkill.GetAt(i);

                double minSkill = craftSkill.MinSkill;
                double maxSkill = craftSkill.MaxSkill;

                double valSkill = from.Skills[craftSkill.SkillToMake].Value;

                if (valSkill < minSkill)
                {
                    allRequiredSkills = false;
                }

                if (craftSkill.SkillToMake == craftSystem.MainSkill)
                {
                    minMainSkill = minSkill;
                    maxMainSkill = maxSkill;
                    valMainSkill = valSkill;
                }

                if (gainSkills)
                {
                    from.CheckSkill(craftSkill.SkillToMake, minSkill, maxSkill, 1.0);
                }
            }

            double chance;

            if (allRequiredSkills)
            {
                chance = craftSystem.GetChanceAtMin(this) + ((valMainSkill - minMainSkill) / (maxMainSkill - minMainSkill) * (1.0 - craftSystem.GetChanceAtMin(this)));

                if (chance <= 0.0)
                {
                    chance = 0.01;
                }
            }

            else
            {
                chance = 0.0;
            }

            if (allRequiredSkills && valMainSkill == maxMainSkill)
            {
                chance = 1.0;
            }

            return(chance);
        }
Ejemplo n.º 2
0
        public double GetSuccessChance(Mobile from, Type typeRes, CraftSystem craftSystem, bool gainSkills, ref bool allRequiredSkills)
        {
            double minMainSkill = 0.0;
            double maxMainSkill = 0.0;
            double valMainSkill = 0.0;

            allRequiredSkills = true;

            for (int i = 0; i < m_arCraftSkill.Count; i++)
            {
                CraftSkill craftSkill = m_arCraftSkill.GetAt(i);

                double minSkill = craftSkill.MinSkill;
                double maxSkill = craftSkill.MaxSkill;
                double valSkill = from.Skills[craftSkill.SkillToMake].Value;

                if (valSkill < minSkill)
                    allRequiredSkills = false;

                if (craftSkill.SkillToMake == craftSystem.MainSkill)
                {
                    minMainSkill = minSkill;
                    maxMainSkill = maxSkill;
                    valMainSkill = valSkill;
                }

                if (gainSkills) // This is a passive check. Success chance is entirely dependant on the main skill
                    from.CheckSkill(craftSkill.SkillToMake, minSkill, maxSkill);
            }

            double chance;

            if (allRequiredSkills)
                chance = craftSystem.GetChanceAtMin(this) + ((valMainSkill - minMainSkill) / (maxMainSkill - minMainSkill) * (1.0 - craftSystem.GetChanceAtMin(this)));
            else
                chance = 0.0;

            if (allRequiredSkills && from.Talisman is BaseTalisman)
            {
                BaseTalisman talisman = (BaseTalisman)from.Talisman;

                if (talisman.Skill == craftSystem.MainSkill)
                    chance += talisman.SuccessBonus / 100.0;
            }

            if (allRequiredSkills && valMainSkill == maxMainSkill)
                chance = 1.0;

            return chance;
        }
Ejemplo n.º 3
0
		public double GetSuccessChance( Mobile from, Type typeRes, CraftSystem craftSystem, bool gainSkills, ref bool allRequiredSkills )
		{
			double minMainSkill = 0.0;
			double maxMainSkill = 0.0;
			double valMainSkill = 0.0;

			allRequiredSkills = true;

			for ( int i = 0; i < m_arCraftSkill.Count; i++)
			{
				CraftSkill craftSkill = m_arCraftSkill.GetAt(i);

				double minSkill = craftSkill.MinSkill;
				double maxSkill = craftSkill.MaxSkill;
				double valSkill = from.Skills[craftSkill.SkillToMake].Value;

				if ( valSkill < minSkill )
					allRequiredSkills = false;

				if ( craftSkill.SkillToMake == craftSystem.MainSkill )
				{
					minMainSkill = minSkill;
					maxMainSkill = maxSkill;
					valMainSkill = valSkill;
				}

				if ( gainSkills ) // This is a passive check. Success chance is entirely dependant on the main skill
					from.CheckSkill( craftSkill.SkillToMake, minSkill, maxSkill );
			}

			double chance;

			if ( allRequiredSkills )
				chance = craftSystem.GetChanceAtMin( this ) + ((valMainSkill - minMainSkill) / (maxMainSkill - minMainSkill) * (1.0 - craftSystem.GetChanceAtMin( this )));
			else
				chance = 0.0;

			if ( allRequiredSkills && valMainSkill == maxMainSkill )
				chance = 1.0;

			return chance;
		}
Ejemplo n.º 4
0
		public double GetSuccessChance( Mobile from, Type typeRes, CraftSystem craftSystem, bool gainSkills, ref bool allRequiredSkills )
		{
			double minMainSkill = 0.0;
			double maxMainSkill = 0.0;
			double valMainSkill = 0.0;

			allRequiredSkills = true;

			for ( int i = 0; i < m_arCraftSkill.Count; i++)
			{
				CraftSkill craftSkill = m_arCraftSkill.GetAt(i);

				double minSkill = craftSkill.MinSkill;
				double maxSkill = craftSkill.MaxSkill;
				double valSkill = from.Skills[craftSkill.SkillToMake].Value;

				if ( valSkill < minSkill )
					allRequiredSkills = false;

				if ( craftSkill.SkillToMake == craftSystem.MainSkill )
				{
					minMainSkill = minSkill;
					maxMainSkill = maxSkill;
					valMainSkill = valSkill;
				}

				if ( gainSkills ) // This is a passive check. Success chance is entirely dependant on the main skill
					from.CheckSkill( craftSkill.SkillToMake, minSkill, maxSkill );
			}

			double chance;

			if ( allRequiredSkills )
				chance = craftSystem.GetChanceAtMin( this ) + ((valMainSkill - minMainSkill) / (maxMainSkill - minMainSkill) * (1.0 - craftSystem.GetChanceAtMin( this )));
			else
				chance = 0.0;

			// Genova: suporte ao UO:ML.			
			#region Mondain's Legacy
			if ( allRequiredSkills && from.Talisman is BaseTalisman )
			{
				BaseTalisman talisman = (BaseTalisman) from.Talisman;
				
				if ( talisman.Skill == craftSystem.MainSkill )
					chance += talisman.SuccessBonus / (double) 100;
			}
			#endregion

			if ( allRequiredSkills && valMainSkill == maxMainSkill )
				chance = 1.0;

			return chance;
		}