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* If the character is golden knight, then this is further modified by 500%. | * If the character is golden knight, then this is further modified by 500%. | ||
* A 45s base carry weight is added to the final result. | * A 45s base carry weight is added to the final result. | ||
==Sanity== | |||
There are many factors influencing the sanity of players. We pick the main ones in the code for analysis: | |||
<syntaxhighlight lang="c#" line="1"> | |||
public void Cure(CureType type, int p = 100, BlessedState state = BlessedState.Normal) | |||
{ | |||
bool flag = state == BlessedState.Blessed; | |||
switch (type) | |||
{ | |||
case CureType.Heal: | |||
case CureType.Prayer: | |||
CureCondition<ConFear>(); | |||
CureCondition<ConBlind>(2 * p / 100 + 5); | |||
CureCondition<ConPoison>(5 * p / 100 + 5); | |||
CureCondition<ConConfuse>(10 * p / 100 + 10); | |||
CureCondition<ConDim>(p / 100 + 5); | |||
CureCondition<ConBleed>(2 * p / 100 + 10); | |||
if (flag) | |||
{ | |||
SAN.Mod(-5); | |||
} | |||
break; | |||
</syntaxhighlight> | |||
* This is utilized when a player pray to god, and if the state of item used is "blessed", the character will have -5 Sanity value. | |||
** This is pretty strange, considering that the action of praying to god is never an item and can never be assigned the "blessed" state, thus the code is unused. | |||
<syntaxhighlight lang="c#" line="1"> | |||
case EffectId.RemedyJure: | |||
TC.HealHP(1000000, HealSource.Magic); | |||
TC.CureHost(CureType.Jure, power, state); | |||
TC.Say("heal_jure", TC); | |||
break; | |||
if (type == CureType.Jure) | |||
{ | |||
SAN.Mod(-999); | |||
</syntaxhighlight> | |||
* This effect happens when you use the Healing feather (Lay hand would be EffectId.JureHeal), and modify you Sanity by -999. | |||
<syntaxhighlight lang="c#" line="1"> | |||
case Type.Dojin: | |||
c.PlaySound("wow"); | |||
c.Say("book_decode", c, owner); | |||
if (!c.IsPC) | |||
{ | |||
c.Talk("wow"); | |||
} | |||
switch (BookType) | |||
{ | |||
case Type.Ero: | |||
if (c.IsPC) | |||
{ | |||
EClass.pc.SAN.Mod(-(EClass.rnd(5) + 1)); | |||
} | |||
</syntaxhighlight> | |||
* This effect happens when a PC reads strange book that is in the "Ero" type. The Sanity is modded with a random value from -1 to -5. | |||
<syntaxhighlight lang="c#" line="1"> | |||
case 914: | |||
flag2 = false; | |||
if (EClass.rnd(3) != 0) | |||
{ | |||
if (Chance(30 + eleP / 5, 100)) | |||
{ | |||
Chara.AddCondition<ConConfuse>(eleP); | |||
} | |||
} | |||
else if (Chance(30 + eleP / 5, 100)) | |||
{ | |||
Chara.AddCondition<ConSleep>(eleP); | |||
} | |||
if (Chance(50, 100)) | |||
{ | |||
Chara.SAN.Mod(EClass.rnd(2)); | |||
} | |||
break; | |||
... | |||
case 920: | |||
flag2 = false; | |||
if (Chance(5 + eleP / 25, 40)) | |||
{ | |||
Chara.AddCondition<ConBlind>(eleP / 2); | |||
} | |||
if (Chance(5 + eleP / 25, 40)) | |||
{ | |||
Chara.AddCondition<ConParalyze>(eleP / 2); | |||
} | |||
if (Chance(5 + eleP / 25, 40)) | |||
{ | |||
Chara.AddCondition<ConConfuse>(eleP / 2); | |||
} | |||
if (Chance(5 + eleP / 25, 40)) | |||
{ | |||
Chara.AddCondition<ConPoison>(eleP / 2); | |||
} | |||
if (Chance(5 + eleP / 25, 40)) | |||
{ | |||
Chara.AddCondition<ConSleep>(eleP / 2); | |||
} | |||
if (Chance(5 + eleP / 25, 40)) | |||
{ | |||
Chara.AddCondition<ConDim>(eleP / 2); | |||
} | |||
if (Chance(30 + eleP / 10, 100)) | |||
{ | |||
Chara.SAN.Mod(EClass.rnd(2)); | |||
} | |||
break; | |||
... | |||
bool Chance(int a, int max) | |||
{ | |||
if (dmg > 0 || (origin != null && origin.HasElement(1345))) | |||
{ | |||
return Mathf.Min(a, max) > EClass.rnd(100); | |||
} | |||
return false; | |||
} | |||
</syntaxhighlight> | |||
* There are two types of attacks that specifically increase the Sanity value, this is observed to be the main way people get Sanity value in daily life. | |||
* Element ID 914 or Mind Attack will have a 50% chance of increase your Sanity value by 0 - 1 for every attack received. | |||
* Element ID 920 or Chaos Attack will have a chance of increase your Sanity value by 0 - 1 for every attack received. The chance depend on the Element power of the attack, and will range from 30% to 100%. | |||
* A few other effects exist as a fixed increase in Sanity value. Doing the f thing will give Sanity value +10. Eating Human flesh (canniblism) gives a fixed Sanity value +15. | |||
[[Category:EN]] | [[Category:EN]] | ||
[[Category:Elin Spoiler]] | [[Category:Elin Spoiler]] |
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