Elin:Code Analysis/Unclassified

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This page is designed to feature code analysis that are currently unclassified into other pages, either due to being too minor detail, or don't have enough stuff to justify having its entire page.

Material in this page will be moved into other pages constantly. Please refrain from linking wiki articles onto this page.

For authors: Please note the version of game tested on for each section added.

Sword Mage - Talisman Trait (EA23.54)

    case MixType.Talisman:
		{
			int num2 = EClass.pc.Evalue(1418);
			Thing thing4 = ai.ings[1];
			SourceElement.Row source2 = (thing4.trait as TraitSpellbook).source;
			int num3 = thing4.c_charges * source2.charge * (100 + num2 * 50) / 500 + 1;
			int num4 = 100;
			Thing thing5 = ThingGen.Create("talisman").SetNum(num3);
			thing5.refVal = source2.id;
			thing5.encLV = num4 * (100 + num2 * 10) / 100;
			thing.ammoData = thing5;
			thing.c_ammo = num3;
			EClass.pc.Say("talisman", thing, thing5);
			thing4.Destroy();
			break;
		}
  • The "talisman mastery 2" trait of swordmage positively influence the effect of created talismans. Specifically:
    • The number of charges created by swordmage will be (magic_book_charges * num_of_charge_gained_if_read * 2 / 5) + 1.
    • For a normal PC, the number of charges will be (magic_book_charges * num_of_charge_gained_if_read * 1 / 5) + 1.
      • For example, for a magic book with 3 reads left with each read giving PC 10 charges, the number of talisman charge by swordmage would be 13, while by normal PC would be 7.
    • The talisman level created by swordmage is fixed at 120, while fixed at 100 by normal PC.