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public const int featManaMeat = 1421; * | public const int featManaMeat = 1421; * | ||
public const int featExecutioner = 1420; * | public const int featExecutioner = 1420; * | ||
public const int featMilitant = 1419; | public const int featMilitant = 1419; * | ||
public const int featWitch = 1417; x | public const int featWitch = 1417; x | ||
public const int featInquisitor = 1416; x | public const int featInquisitor = 1416; x | ||
| Line 107: | Line 107: | ||
public const int featElea = 1213; | public const int featElea = 1213; | ||
public const int featManaPrecision = 1214; | public const int featManaPrecision = 1214; | ||
public const int featDwarf = 1215; | public const int featDwarf = 1215; * | ||
public const int featSuccubus = 1216; x | public const int featSuccubus = 1216; x | ||
public const int featGolem = 1217; x | public const int featGolem = 1217; x | ||
| Line 390: | Line 390: | ||
** But if the damage is reduced to 0 at last step, in 1/4 chances the damage is returned to 1. | ** But if the damage is reduced to 0 at last step, in 1/4 chances the damage is returned to 1. | ||
=== featDwarf () === | === featDwarf (Mead Blood) === | ||
''' | <syntaxhighlight lang="c#" line="1"> | ||
int orgPower = power; | |||
if (blessed || flag) | |||
{ | |||
power *= 2; | |||
} | |||
case EffectId.Booze: | |||
TC.AddCondition<ConDrunk>(power); | |||
if (TC.HasElement(1215)) | |||
{ | |||
TC.Say("drunk_dwarf", TC); | |||
TC.AddCondition(Condition.Create(power + EClass.rnd(power), delegate(ConBuffStats con) | |||
{ | |||
con.SetRefVal(Element.List_MainAttributes.RandomItem(), (int)id); | |||
})); | |||
} | |||
break; | |||
</syntaxhighlight> | |||
* The power of the random buff hillfolks receive is based on the power of alcohol (but if the alcohol power is always static, then it is static. '''Need Confirmation'''.). The base power of alcohol is further increased by a randomized 0 to 100% amount. | |||
** If the alcohol is blessed, its base power is also multiplied by 2. Try that next time when you are in a pinch. | |||
* One of your main attributes will be buffed. this include the major eight, and speed. | |||
<syntaxhighlight lang="c#" line="1"> | |||
if (host != null && host.ride == this && ((host.isConfused && EClass.rnd(2) == 0) || (host.isDrunk && EClass.rnd(IsIdle ? 2 : 8) == 0 && !host.HasElement(1215)))) | |||
{ | |||
flag = true; | |||
} | |||
if (flag && newPoint.Distance(pos) <= 1) | |||
{ | |||
Point randomNeighbor = pos.GetRandomNeighbor(); | |||
if (CanMoveTo(randomNeighbor, allowDestroyPath: false)) | |||
{ | |||
newPoint = randomNeighbor; | |||
if (isDrunk) | |||
{ | |||
Talk("drunk"); | |||
} | |||
} | |||
</syntaxhighlight> | |||
* When a person is drunk, there is a 50% chance of randomly moving to a neighboring position if this character is Idle (not moving), and 12.5% if the character is moving. | |||
* When a person is confused, there is a 50% chance of randomly moving too. | |||
* The Mead Blood feat negates the drunk part, but not the confused part. | |||
=== featMilitant (Frontline Commander) === | |||
<syntaxhighlight lang="c#" line="1"> | |||
int num = 0; | |||
if (owner.IsPCParty) | |||
{ | |||
int id = e.id; | |||
if (id == 70 || (uint)(id - 72) <= 1u) | |||
{ | |||
int num2 = 0; | |||
foreach (Chara member in EClass.pc.party.members) | |||
{ | |||
if (member.Evalue(1419) > 0) | |||
{ | |||
num2 += member.Evalue(1419); | |||
} | |||
} | |||
if (num2 > 0) | |||
{ | |||
int num3 = 0; | |||
foreach (Chara chara in EClass._map.charas) | |||
{ | |||
if (chara.IsHostile(EClass.pc)) | |||
{ | |||
num3++; | |||
} | |||
} | |||
if (num3 > 0) | |||
{ | |||
num += Mathf.Max(1, (e.ValueWithoutLink + e.vLink) * (int)Mathf.Clamp(4f + Mathf.Sqrt(num3) * (float)num2 * 2f, 5f, 30f) / 100); | |||
} | |||
} | |||
} | |||
} | |||
</syntaxhighlight> | |||
* The Frontier Commander feat is applied to STR, DEX, PER. (70, 72,73) | |||
* For each character with the feat, num2 is increased by the level of that feat (1). | |||
* For each hostile character to PC in the current map, num3 is increased by 1. | |||
* The final bonus to that stat is calculated by: | |||
** At least 1, | |||
** The current value * Clamp(4 + sqrt(num3) * num2 * 2, 5, 30) / 100 | |||
*** At least 5% of the current value of that stat, at most 30%. | |||
*** the bonus is determined by the Square root of number of enemy, times the amount of NPC with the feat, times 2, plus 4. | |||
*** The maximum bonus is reached at 169 enemies if 1 character with feat, but only about 39 enemies if 2 characters. | |||
[[Category:EN]] | [[Category:EN]] | ||
[[Category:Elin Spoiler]] | [[Category:Elin Spoiler]] | ||
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