Esempio n. 1
0
        public override EffectResult OnStart(L2Character caster, L2Character target)
        {
            if (new Random().Next(100) < _rate)
            {
                target.SendMessage($"i_death {_deathType} done on you");
            }

            return(Nothing);
        }
Esempio n. 2
0
        public bool CalcDebuffSuccess(Skill skill, L2Character caster)
        {
            int  rnd     = new Random().Next(0, 100);
            bool success = rnd <= skill.ActivateRate;

            caster.SendMessage($"{skill.SkillId} success {rnd}% ({skill.ActivateRate}% base)");

            return(success);
        }
Esempio n. 3
0
        private void affect(L2Character target)
        {
            target.SendMessage("u can feel defence.");
            //Random rn = new Random();
            //if (Zone._skills != null)
            //{
            //    foreach (L2Skill sk in Zone._skills)
            //    {
            //        if (rn.Next(0, 100) > Zone._skill_prob)
            //            continue;

            //        target.addAbnormal(sk, null, true, false);
            //    }
            //}

            //if (Zone._skill != null)
            //{
            //    if (rn.Next(0, 100) > Zone._skill_prob)
            //        return;

            //    target.addAbnormal(Zone._skill, null, true, false);
            //}
        }
Esempio n. 4
0
 public void CastBuffForQuestReward(L2Character cha, int skillId)
 {
     cha.SendMessage($"L2Npc.CastBuffForQuestReward {skillId}");
 }
Esempio n. 5
0
 public void CastBuffForQuestReward(L2Character cha, int skillId)
 {
     cha.SendMessage($"L2Npc.CastBuffForQuestReward {skillId}");
     //TODO: Fix the unassigned objected created
     new BuffForQuestReward(this, cha, skillId);
 }