/// <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); }