private void CPInfo_Load(object sender, EventArgs e) { CollectingData loadForm = new CollectingData(); loadForm.Show(); string cpName = OutputResult(GetHardwareInfo("Win32_Processor", "Name")); String[] parametrs = cpName.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries); textBox1.Text = GetData(parametrs); textBox2.Text = OutputResult(GetHardwareInfo("Win32_Processor", "Manufacturer")); textBox6.Text = OutputResult(GetHardwareInfo("Win32_Processor", "Name")); textBox5.Text = OutputResult(GetHardwareInfo("Win32_Processor", "MaxClockSpeed")) + " MHz"; textBox3.Text = OutputResult(GetHardwareInfo("Win32_Processor", "CurrentVoltage")) + " B"; if (OutputResult(GetHardwareInfo("Win32_Processor", "L1CacheSize")).Length < 1) { textBox7.Text = "-"; } else { textBox7.Text = OutputResult(GetHardwareInfo("Win32_Processor", "L1CacheSize")); } textBox8.Text = OutputResult(GetHardwareInfo("Win32_Processor", "L2CacheSize")) + " Kb"; textBox9.Text = OutputResult(GetHardwareInfo("Win32_Processor", "L3CacheSize")) + " Kb"; textBox10.Text = OutputResult(GetHardwareInfo("Win32_Processor", "NumberOfCores")); textBox11.Text = OutputResult(GetHardwareInfo("Win32_Processor", "AddressWidth")) + " bits"; textBox13.Text = OutputResult(GetHardwareInfo("Win32_Processor", "NumberOfLogicalProcessors")); textBox14.Text = OutputResult(GetHardwareInfo("Win32_Processor", "ExtClock")) + " MHz"; loadForm.Close(); }
/// <summary> /// Returns chance for a successful gathering. /// </summary> /// <param name="creature"></param> /// <param name="collectData"></param> /// <returns></returns> private float GetSuccessChance(Creature creature, CollectingData collectData) { // Base var successChance = 0f; // Herbalism if (collectData.Target.Contains("/herb/")) { successChance = Herbalism.GetChance(creature, collectData); // If base chance is 0, gathering herbs fails. Adding the PM // bonus would make it possible to pick unpickable herbs // without Herbalism. if (successChance == 0) { return(0); } } // Others else { successChance = collectData.SuccessRate; } // Add Production Mastery bonus successChance = ProductionMastery.IncreaseChance(creature, successChance); return(successChance); }
public CollectEventArgs(Creature creature, CollectingData collectData, bool success, int itemId) { this.Creature = creature; this.CollectData = collectData; this.Success = success; this.ItemId = itemId; }
private void Memory_Load(object sender, EventArgs e) { CollectingData loadForm = new CollectingData(); loadForm.Show(); int slotCount = CPInfo.GetHardwareInfo("Win32_PhysicalMemory", "MaxVoltage").Count; textBox1.Text = "" + slotCount; richTextBox1.Height = 21 * slotCount; richTextBox1.Text = GenerateResult(CPInfo.GetHardwareInfo("Win32_PhysicalMemory", "Capacity"), "bytes"); richTextBox2.Height = 21 * slotCount; richTextBox2.Text = GenerateResult(CPInfo.GetHardwareInfo("Win32_PhysicalMemory", "ConfiguredClockSpeed"), "MHz"); richTextBox3.Height = 21 * slotCount; richTextBox3.Text = GenerateResult(CPInfo.GetHardwareInfo("Win32_PhysicalMemory", "MinVoltage"), "B"); richTextBox4.Height = 21 * slotCount; richTextBox4.Text = GenerateResult(CPInfo.GetHardwareInfo("Win32_PhysicalMemory", "MaxVoltage"), "B"); richTextBox5.Height = 21 * slotCount; richTextBox5.Text = GenerateResult(CPInfo.GetHardwareInfo("Win32_PhysicalMemory", "DeviceLocator"), ""); richTextBox6.Height = 21 * slotCount; richTextBox6.Text = GenerateResult(CPInfo.GetHardwareInfo("Win32_PhysicalMemory", "Manufacturer"), ""); richTextBox7.Height = 21 * slotCount; richTextBox7.Text = GenerateResult(CPInfo.GetHardwareInfo("Win32_PhysicalMemory", "SerialNumber"), ""); richTextBox8.Height = 21 * slotCount; richTextBox8.Text = GenerateResult(CPInfo.GetHardwareInfo("Win32_PhysicalMemory", "FormFactor"), ""); loadForm.Close(); }
/// <summary> /// Returns chance for a successful gathering. /// </summary> /// <param name="creature"></param> /// <param name="collectData"></param> /// <returns></returns> private float GetSuccessChance(Creature creature, CollectingData collectData) { // Base var successChance = collectData.SuccessRate; // Add chance for herbs based on Herbalism rank if (collectData.Target.Contains("/herb/")) { successChance += Herbalism.GetChance(creature, collectData); } // Add Production Mastery bonus successChance = ProductionMastery.IncreaseChance(creature, successChance); return(successChance); }
/// <summary> /// Calculates bonus chance for Herbalism, based on rank. /// </summary> /// <remarks> /// Reference: http://wiki.mabinogiworld.com/view/Herbalism#Details /// /// This actually seems to be incorrect and will require more research. /// Base patches on fields have a 15% chance with Herbalism on Novice /// and 50% with Herbalism on rF, according to the devCAT title debug /// output. With what we have here we'd get 0% on Novice and 75% on rF /// (plus the Production Mastery bonus.) /// </remarks> /// <param name="creature"></param> /// <param name="collectData"></param> /// <returns></returns> public static float GetChance(Creature creature, CollectingData collectData) { var successChance = 0f; var herbalism = creature.Skills.Get(SkillId.Herbalism); if (herbalism == null) return successChance; if (collectData.Target.Contains("/baseherb")) { if (herbalism.Info.Rank >= SkillRank.RF) { successChance += HerbalismPickBonus; successChance += HerbalismIdentifyBonus; } } else if (collectData.Target.Contains("/bloodyherb")) { if (herbalism.Info.Rank >= SkillRank.RF) successChance += HerbalismPickBonus; if (herbalism.Info.Rank >= SkillRank.RC) successChance += HerbalismIdentifyBonus; } else if (collectData.Target.Contains("/sunlightherb")) { if (herbalism.Info.Rank >= SkillRank.RF) successChance += HerbalismPickBonus; if (herbalism.Info.Rank >= SkillRank.RB) successChance += HerbalismIdentifyBonus; } else if (collectData.Target.Contains("/manaherb")) { if (herbalism.Info.Rank >= SkillRank.RF) successChance += HerbalismPickBonus; if (herbalism.Info.Rank >= SkillRank.R9) successChance += HerbalismIdentifyBonus; } else if (collectData.Target.Contains("/whiteherb")) { if (herbalism.Info.Rank >= SkillRank.RE) successChance += HerbalismPickBonus; if (herbalism.Info.Rank >= SkillRank.R6) successChance += HerbalismIdentifyBonus; } else if (collectData.Target.Contains("/goldherb")) { if (herbalism.Info.Rank >= SkillRank.RD) successChance += HerbalismPickBonus; if (herbalism.Info.Rank >= SkillRank.R3) successChance += HerbalismIdentifyBonus; } else if (collectData.Target.Contains("/ivoryherb")) { if (herbalism.Info.Rank >= SkillRank.RC) successChance += HerbalismPickBonus; if (herbalism.Info.Rank >= SkillRank.R5) successChance += HerbalismIdentifyBonus; } else if (collectData.Target.Contains("/purpleherb")) { if (herbalism.Info.Rank >= SkillRank.RB) successChance += HerbalismPickBonus; if (herbalism.Info.Rank >= SkillRank.R3) successChance += HerbalismIdentifyBonus; } else if (collectData.Target.Contains("/orangeherb/")) { if (herbalism.Info.Rank >= SkillRank.RA) successChance += HerbalismPickBonus; if (herbalism.Info.Rank >= SkillRank.R1) successChance += HerbalismIdentifyBonus; } return successChance; }
/// <summary> /// Returns chance for a successful gathering. /// </summary> /// <param name="creature"></param> /// <param name="collectData"></param> /// <returns></returns> private float GetSuccessChance(Creature creature, CollectingData collectData) { // Base var successChance = 0f; // Herbalism if (collectData.Target.Contains("/herb/")) { successChance = Herbalism.GetChance(creature, collectData); // If base chance is 0, gathering herbs fails. Adding the PM // bonus would make it possible to pick unpickable herbs // without Herbalism. if (successChance == 0) return 0; } // Others else { successChance = collectData.SuccessRate; } // Add Production Mastery bonus successChance = ProductionMastery.IncreaseChance(creature, successChance); return successChance; }
/// <summary> /// Returns chance for a successful gathering. /// </summary> /// <param name="creature"></param> /// <param name="collectData"></param> /// <returns></returns> private float GetSuccessChance(Creature creature, CollectingData collectData) { // Base var successChance = collectData.SuccessRate; // Add chance for herbs based on Herbalism rank if (collectData.Target.Contains("/herb/")) successChance += Herbalism.GetChance(creature, collectData); // Add Production Mastery bonus successChance = ProductionMastery.IncreaseChance(creature, successChance); return successChance; }
/// <summary> /// Calculates bonus chance for Herbalism, based on rank. /// </summary> /// <remarks> /// Reference: http://wiki.mabinogiworld.com/view/Herbalism#Details /// /// This actually seems to be incorrect and will require more research. /// Base patches on fields have a 15% chance with Herbalism on Novice /// and 50% with Herbalism on rF, according to the devCAT title debug /// output. With what we have here we'd get 0% on Novice and 75% on rF /// (plus the Production Mastery bonus.) /// </remarks> /// <param name="creature"></param> /// <param name="collectData"></param> /// <returns></returns> public static float GetChance(Creature creature, CollectingData collectData) { var successChance = 0f; var herbalism = creature.Skills.Get(SkillId.Herbalism); if (herbalism == null) { return(successChance); } if (collectData.Target.Contains("/baseherb")) { if (herbalism.Info.Rank >= SkillRank.RF) { successChance += HerbalismPickBonus; successChance += HerbalismIdentifyBonus; } } else if (collectData.Target.Contains("/bloodyherb")) { if (herbalism.Info.Rank >= SkillRank.RF) { successChance += HerbalismPickBonus; } if (herbalism.Info.Rank >= SkillRank.RC) { successChance += HerbalismIdentifyBonus; } } else if (collectData.Target.Contains("/sunlightherb")) { if (herbalism.Info.Rank >= SkillRank.RF) { successChance += HerbalismPickBonus; } if (herbalism.Info.Rank >= SkillRank.RB) { successChance += HerbalismIdentifyBonus; } } else if (collectData.Target.Contains("/manaherb")) { if (herbalism.Info.Rank >= SkillRank.RF) { successChance += HerbalismPickBonus; } if (herbalism.Info.Rank >= SkillRank.R9) { successChance += HerbalismIdentifyBonus; } } else if (collectData.Target.Contains("/whiteherb")) { if (herbalism.Info.Rank >= SkillRank.RE) { successChance += HerbalismPickBonus; } if (herbalism.Info.Rank >= SkillRank.R6) { successChance += HerbalismIdentifyBonus; } } else if (collectData.Target.Contains("/goldherb")) { if (herbalism.Info.Rank >= SkillRank.RD) { successChance += HerbalismPickBonus; } if (herbalism.Info.Rank >= SkillRank.R3) { successChance += HerbalismIdentifyBonus; } } else if (collectData.Target.Contains("/ivoryherb")) { if (herbalism.Info.Rank >= SkillRank.RC) { successChance += HerbalismPickBonus; } if (herbalism.Info.Rank >= SkillRank.R5) { successChance += HerbalismIdentifyBonus; } } else if (collectData.Target.Contains("/purpleherb")) { if (herbalism.Info.Rank >= SkillRank.RB) { successChance += HerbalismPickBonus; } if (herbalism.Info.Rank >= SkillRank.R3) { successChance += HerbalismIdentifyBonus; } } else if (collectData.Target.Contains("/orangeherb/")) { if (herbalism.Info.Rank >= SkillRank.RA) { successChance += HerbalismPickBonus; } if (herbalism.Info.Rank >= SkillRank.R1) { successChance += HerbalismIdentifyBonus; } } return(successChance); }
/// <summary> /// Calculates bonus chance for Herbalism, based on rank. /// </summary> /// <remarks> /// Chances based on devCAT title debug output. /// </remarks> /// <param name="creature"></param> /// <param name="collectData"></param> /// <returns></returns> public static float GetChance(Creature creature, CollectingData collectData) { var successChance = 0f; var herbalism = creature.Skills.Get(SkillId.Herbalism); if (herbalism == null) { // Allow picking of base herbs without Herbalism if (collectData.Target.Contains("/baseherb")) { successChance = 15; } return(successChance); } if (collectData.Target.Contains("/baseherb")) { switch (herbalism.Info.Rank) { case SkillRank.Novice: successChance = 15; break; case SkillRank.RF: successChance = 50; break; case SkillRank.RE: successChance = 55; break; case SkillRank.RD: successChance = 60; break; case SkillRank.RC: successChance = 65; break; case SkillRank.RB: successChance = 70; break; case SkillRank.RA: successChance = 75; break; case SkillRank.R9: successChance = 80; break; case SkillRank.R8: successChance = 85; break; case SkillRank.R7: successChance = 90; break; case SkillRank.R6: successChance = 95; break; case SkillRank.R5: successChance = 97; break; case SkillRank.R4: successChance = 98; break; case SkillRank.R3: successChance = 99; break; case SkillRank.R2: successChance = 99; break; case SkillRank.R1: successChance = 99; break; } } else if (collectData.Target.Contains("/bloodyherb")) { switch (herbalism.Info.Rank) { case SkillRank.Novice: successChance = 8; break; case SkillRank.RF: successChance = 20; break; case SkillRank.RE: successChance = 25; break; case SkillRank.RD: successChance = 30; break; case SkillRank.RC: successChance = 50; break; case SkillRank.RB: successChance = 60; break; case SkillRank.RA: successChance = 65; break; case SkillRank.R9: successChance = 70; break; case SkillRank.R8: successChance = 75; break; case SkillRank.R7: successChance = 80; break; case SkillRank.R6: successChance = 85; break; case SkillRank.R5: successChance = 90; break; case SkillRank.R4: successChance = 93; break; case SkillRank.R3: successChance = 96; break; case SkillRank.R2: successChance = 99; break; case SkillRank.R1: successChance = 99; break; } } else if (collectData.Target.Contains("/sunlightherb")) { switch (herbalism.Info.Rank) { case SkillRank.Novice: successChance = 5; break; case SkillRank.RF: successChance = 15; break; case SkillRank.RE: successChance = 20; break; case SkillRank.RD: successChance = 30; break; case SkillRank.RC: successChance = 35; break; case SkillRank.RB: successChance = 50; break; case SkillRank.RA: successChance = 55; break; case SkillRank.R9: successChance = 57; break; case SkillRank.R8: successChance = 60; break; case SkillRank.R7: successChance = 62; break; case SkillRank.R6: successChance = 64; break; case SkillRank.R5: successChance = 66; break; case SkillRank.R4: successChance = 68; break; case SkillRank.R3: successChance = 75; break; case SkillRank.R2: successChance = 80; break; case SkillRank.R1: successChance = 83; break; } } else if (collectData.Target.Contains("/manaherb")) { switch (herbalism.Info.Rank) { case SkillRank.Novice: successChance = 3; break; case SkillRank.RF: successChance = 10; break; case SkillRank.RE: successChance = 15; break; case SkillRank.RD: successChance = 20; break; case SkillRank.RC: successChance = 25; break; case SkillRank.RB: successChance = 30; break; case SkillRank.RA: successChance = 35; break; case SkillRank.R9: successChance = 50; break; case SkillRank.R8: successChance = 53; break; case SkillRank.R7: successChance = 56; break; case SkillRank.R6: successChance = 60; break; case SkillRank.R5: successChance = 70; break; case SkillRank.R4: successChance = 72; break; case SkillRank.R3: successChance = 74; break; case SkillRank.R2: successChance = 76; break; case SkillRank.R1: successChance = 80; break; } } else if (collectData.Target.Contains("/whiteherb")) { switch (herbalism.Info.Rank) { case SkillRank.RE: successChance = 10; break; case SkillRank.RD: successChance = 15; break; case SkillRank.RC: successChance = 20; break; case SkillRank.RB: successChance = 25; break; case SkillRank.RA: successChance = 30; break; case SkillRank.R9: successChance = 35; break; case SkillRank.R8: successChance = 40; break; case SkillRank.R7: successChance = 45; break; case SkillRank.R6: successChance = 50; break; case SkillRank.R5: successChance = 55; break; case SkillRank.R4: successChance = 60; break; case SkillRank.R3: successChance = 65; break; case SkillRank.R2: successChance = 70; break; case SkillRank.R1: successChance = 75; break; } } else if (collectData.Target.Contains("/goldherb")) { switch (herbalism.Info.Rank) { case SkillRank.RD: successChance = 7; break; case SkillRank.RC: successChance = 9; break; case SkillRank.RB: successChance = 13; break; case SkillRank.RA: successChance = 15; break; case SkillRank.R9: successChance = 17; break; case SkillRank.R8: successChance = 19; break; case SkillRank.R7: successChance = 21; break; case SkillRank.R6: successChance = 23; break; case SkillRank.R5: successChance = 25; break; case SkillRank.R4: successChance = 27; break; case SkillRank.R3: successChance = 50; break; case SkillRank.R2: successChance = 50; break; case SkillRank.R1: successChance = 50; break; } } else if (collectData.Target.Contains("/ivoryherb")) { switch (herbalism.Info.Rank) { case SkillRank.R9: successChance = 25; break; case SkillRank.R8: successChance = 30; break; case SkillRank.R7: successChance = 35; break; case SkillRank.R6: successChance = 40; break; case SkillRank.R5: successChance = 50; break; case SkillRank.R4: successChance = 55; break; case SkillRank.R3: successChance = 60; break; case SkillRank.R2: successChance = 65; break; case SkillRank.R1: successChance = 70; break; } } else if (collectData.Target.Contains("/purpleherb")) { switch (herbalism.Info.Rank) { case SkillRank.R9: successChance = 10; break; case SkillRank.R8: successChance = 14; break; case SkillRank.R7: successChance = 17; break; case SkillRank.R6: successChance = 20; break; case SkillRank.R5: successChance = 30; break; case SkillRank.R4: successChance = 39; break; case SkillRank.R3: successChance = 50; break; case SkillRank.R2: successChance = 55; break; case SkillRank.R1: successChance = 60; break; } } else if (collectData.Target.Contains("/orangeherb/")) { switch (herbalism.Info.Rank) { case SkillRank.RA: successChance = 10; break; case SkillRank.R9: successChance = 12; break; case SkillRank.R8: successChance = 16; break; case SkillRank.R7: successChance = 18; break; case SkillRank.R6: successChance = 23; break; case SkillRank.R5: successChance = 25; break; case SkillRank.R4: successChance = 27; break; case SkillRank.R3: successChance = 32; break; case SkillRank.R2: successChance = 45; break; case SkillRank.R1: successChance = 50; break; } } return(successChance); }
/// <summary> /// Calculates bonus chance for Herbalism, based on rank. /// </summary> /// <remarks> /// Chances based on devCAT title debug output. /// </remarks> /// <param name="creature"></param> /// <param name="collectData"></param> /// <returns></returns> public static float GetChance(Creature creature, CollectingData collectData) { var successChance = 0f; var herbalism = creature.Skills.Get(SkillId.Herbalism); if (herbalism == null) { // Allow picking of base herbs without Herbalism if (collectData.Target.Contains("/baseherb")) successChance = 15; return successChance; } if (collectData.Target.Contains("/baseherb")) { switch (herbalism.Info.Rank) { case SkillRank.Novice: successChance = 15; break; case SkillRank.RF: successChance = 50; break; case SkillRank.RE: successChance = 55; break; case SkillRank.RD: successChance = 60; break; case SkillRank.RC: successChance = 65; break; case SkillRank.RB: successChance = 70; break; case SkillRank.RA: successChance = 75; break; case SkillRank.R9: successChance = 80; break; case SkillRank.R8: successChance = 85; break; case SkillRank.R7: successChance = 90; break; case SkillRank.R6: successChance = 95; break; case SkillRank.R5: successChance = 97; break; case SkillRank.R4: successChance = 98; break; case SkillRank.R3: successChance = 99; break; case SkillRank.R2: successChance = 99; break; case SkillRank.R1: successChance = 99; break; } } else if (collectData.Target.Contains("/bloodyherb")) { switch (herbalism.Info.Rank) { case SkillRank.Novice: successChance = 8; break; case SkillRank.RF: successChance = 20; break; case SkillRank.RE: successChance = 25; break; case SkillRank.RD: successChance = 30; break; case SkillRank.RC: successChance = 50; break; case SkillRank.RB: successChance = 60; break; case SkillRank.RA: successChance = 65; break; case SkillRank.R9: successChance = 70; break; case SkillRank.R8: successChance = 75; break; case SkillRank.R7: successChance = 80; break; case SkillRank.R6: successChance = 85; break; case SkillRank.R5: successChance = 90; break; case SkillRank.R4: successChance = 93; break; case SkillRank.R3: successChance = 96; break; case SkillRank.R2: successChance = 99; break; case SkillRank.R1: successChance = 99; break; } } else if (collectData.Target.Contains("/sunlightherb")) { switch (herbalism.Info.Rank) { case SkillRank.Novice: successChance = 5; break; case SkillRank.RF: successChance = 15; break; case SkillRank.RE: successChance = 20; break; case SkillRank.RD: successChance = 30; break; case SkillRank.RC: successChance = 35; break; case SkillRank.RB: successChance = 50; break; case SkillRank.RA: successChance = 55; break; case SkillRank.R9: successChance = 57; break; case SkillRank.R8: successChance = 60; break; case SkillRank.R7: successChance = 62; break; case SkillRank.R6: successChance = 64; break; case SkillRank.R5: successChance = 66; break; case SkillRank.R4: successChance = 68; break; case SkillRank.R3: successChance = 75; break; case SkillRank.R2: successChance = 80; break; case SkillRank.R1: successChance = 83; break; } } else if (collectData.Target.Contains("/manaherb")) { switch (herbalism.Info.Rank) { case SkillRank.Novice: successChance = 3; break; case SkillRank.RF: successChance = 10; break; case SkillRank.RE: successChance = 15; break; case SkillRank.RD: successChance = 20; break; case SkillRank.RC: successChance = 25; break; case SkillRank.RB: successChance = 30; break; case SkillRank.RA: successChance = 35; break; case SkillRank.R9: successChance = 50; break; case SkillRank.R8: successChance = 53; break; case SkillRank.R7: successChance = 56; break; case SkillRank.R6: successChance = 60; break; case SkillRank.R5: successChance = 70; break; case SkillRank.R4: successChance = 72; break; case SkillRank.R3: successChance = 74; break; case SkillRank.R2: successChance = 76; break; case SkillRank.R1: successChance = 80; break; } } else if (collectData.Target.Contains("/whiteherb")) { switch (herbalism.Info.Rank) { case SkillRank.RE: successChance = 10; break; case SkillRank.RD: successChance = 15; break; case SkillRank.RC: successChance = 20; break; case SkillRank.RB: successChance = 25; break; case SkillRank.RA: successChance = 30; break; case SkillRank.R9: successChance = 35; break; case SkillRank.R8: successChance = 40; break; case SkillRank.R7: successChance = 45; break; case SkillRank.R6: successChance = 50; break; case SkillRank.R5: successChance = 55; break; case SkillRank.R4: successChance = 60; break; case SkillRank.R3: successChance = 65; break; case SkillRank.R2: successChance = 70; break; case SkillRank.R1: successChance = 75; break; } } else if (collectData.Target.Contains("/goldherb")) { switch (herbalism.Info.Rank) { case SkillRank.RD: successChance = 7; break; case SkillRank.RC: successChance = 9; break; case SkillRank.RB: successChance = 13; break; case SkillRank.RA: successChance = 15; break; case SkillRank.R9: successChance = 17; break; case SkillRank.R8: successChance = 19; break; case SkillRank.R7: successChance = 21; break; case SkillRank.R6: successChance = 23; break; case SkillRank.R5: successChance = 25; break; case SkillRank.R4: successChance = 27; break; case SkillRank.R3: successChance = 50; break; case SkillRank.R2: successChance = 50; break; case SkillRank.R1: successChance = 50; break; } } else if (collectData.Target.Contains("/ivoryherb")) { switch (herbalism.Info.Rank) { case SkillRank.R9: successChance = 25; break; case SkillRank.R8: successChance = 30; break; case SkillRank.R7: successChance = 35; break; case SkillRank.R6: successChance = 40; break; case SkillRank.R5: successChance = 50; break; case SkillRank.R4: successChance = 55; break; case SkillRank.R3: successChance = 60; break; case SkillRank.R2: successChance = 65; break; case SkillRank.R1: successChance = 70; break; } } else if (collectData.Target.Contains("/purpleherb")) { switch (herbalism.Info.Rank) { case SkillRank.R9: successChance = 10; break; case SkillRank.R8: successChance = 14; break; case SkillRank.R7: successChance = 17; break; case SkillRank.R6: successChance = 20; break; case SkillRank.R5: successChance = 30; break; case SkillRank.R4: successChance = 39; break; case SkillRank.R3: successChance = 50; break; case SkillRank.R2: successChance = 55; break; case SkillRank.R1: successChance = 60; break; } } else if (collectData.Target.Contains("/orangeherb/")) { switch (herbalism.Info.Rank) { case SkillRank.RA: successChance = 10; break; case SkillRank.R9: successChance = 12; break; case SkillRank.R8: successChance = 16; break; case SkillRank.R7: successChance = 18; break; case SkillRank.R6: successChance = 23; break; case SkillRank.R5: successChance = 25; break; case SkillRank.R4: successChance = 27; break; case SkillRank.R3: successChance = 32; break; case SkillRank.R2: successChance = 45; break; case SkillRank.R1: successChance = 50; break; } } return successChance; }