private int get_min_level() { int creatureLevel = Experience.GetCreatureLevel(this.fXP / this.fParty.Size); int num = Math.Min(this.fParty.Level - 3, creatureLevel); return(Math.Max(num, 0)); }
int get_min_level() { int current_level = Experience.GetCreatureLevel(fXP / fParty.Size); int min = Math.Min(fParty.Level - 3, current_level); return(Math.Max(min, 0)); }
private int get_max_level() { int creatureLevel = Experience.GetCreatureLevel(this.fXP / this.fParty.Size); return(Math.Max(this.fParty.Level + 5, creatureLevel + 1)); }
int get_max_level() { int current_level = Experience.GetCreatureLevel(fXP / fParty.Size); return(Math.Max(fParty.Level + 5, current_level + 1)); }