public bool calcDebuffSuccess(TSkill skill, L2Character caster) { bool success = false; int rnd = new Random().Next(0, 100); success = rnd <= skill.activate_rate; caster.sendMessage(skill.skill_id + " success " + rnd + "% (" + skill.activate_rate + "% base)"); return(success); }
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); //} }
public void CastBuffForQuestReward(L2Character cha, int skillId) { cha.sendMessage("l2citizen.CastBuffForQuestReward " + skillId); new BuffForQuestReward(this, cha, skillId); }