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'''For authors''': Please note the version of game tested on for each section added. | '''For authors''': Please note the version of game tested on for each section added. | ||
== | == Drink from well (EA23.67)== | ||
{{Version|23.67}} | |||
<syntaxhighlight lang="c#" line="1"> | |||
public override void TrySetAct(ActPlan p) | |||
{ | |||
p.TrySetAct("actDrink", delegate | |||
{ | |||
if (Charges <= 0) | |||
{ | |||
EClass.pc.Say("drinkWell_empty", EClass.pc, owner); | |||
return false; | |||
} | |||
EClass.pc.Say("drinkWell", EClass.pc, owner); | |||
EClass.pc.PlaySound("drink"); | |||
EClass.pc.PlayAnime(AnimeID.Shiver); | |||
if (IsHoly || EClass.rnd(5) == 0) | |||
{ | |||
ActEffect.Proc(EffectId.ModPotential, EClass.pc, null, (!polluted && (IsHoly || EClass.rnd(2) == 0)) ? 100 : (-100)); | |||
} | |||
else if (EClass.rnd(5) == 0) | |||
{ | |||
BadEffect(EClass.pc); | |||
} | |||
else if (EClass.rnd(4) == 0) | |||
{ | |||
ActEffect.Proc(EffectId.Mutation, EClass.pc); | |||
} | |||
else if (EClass.rnd(EClass.debug.enable ? 2 : 10) == 0 && !polluted && !EClass.player.wellWished) | |||
{ | |||
if (EClass.player.CountKeyItem("well_wish") > 0) | |||
{ | |||
EClass.player.ModKeyItem("well_wish", -1); | |||
ActEffect.Proc(EffectId.Wish, EClass.pc, null, 10 + EClass.player.CountKeyItem("well_enhance") * 10); | |||
EClass.player.wellWished = true; | |||
} | |||
else | |||
{ | |||
Msg.SayNothingHappen(); | |||
} | |||
} | |||
else if (polluted) | |||
{ | |||
EClass.pc.Say("drinkWater_dirty"); | |||
BadEffect(EClass.pc); | |||
} | |||
else | |||
{ | |||
EClass.pc.Say("drinkWater_clear"); | |||
} | |||
ModCharges(-1); | |||
return true; | |||
}, owner); | |||
} | |||
</syntaxhighlight> | |||
* These code explains what happens when you drink water from well. | |||
* These effects will be applied step by step. | |||
* In 1/5 chance, potential of a main attribute will increase (50%) or decrease (50%). | |||
** This will be forced to trigger if it i a holy well, and will be 100% increase. | |||
* Then in another 1/5 chance, bad effect will be applied to the PC, with equal chance of being one of the seven: Blind, Paralyze, Sleep, Poison, Faint, Disease, Confuse. | |||
* Then in another 1/4 chance, a mutation will be applied to the PC. | |||
* Then in another 1/10 chance, and when PC hasn't wished in this year, and when the well isn't polluted, a wish is granted. | |||
** This chance is increased to 1/2 if user in debug mode. | |||
** The strength of wish is 10 + 10 * the amount of saliva a PC have. | |||
* Then, the normal effect will be triggered. | |||
** If the well is polluted, debuff will be applied to the PC. | |||
** If the well is clean, it is as if the PC drank real water. | |||
* Overall Chances for non-holy, non-polluted well: | |||
** 10% Main Attribute Potential Increase | |||
** 10% Main Attribute Potential Decrease | |||
** 16% 1 of 7 type of Bad effect on PC | |||
** 16% Random Mutation on PC | |||
** 4.8% Wish (if PC meet the requirement) | |||
** 43.2% Plain Water. | |||
[[Category:EN]] | [[Category:EN]] | ||
[[Category:Elin Spoiler]] | [[Category:Elin Spoiler]] |
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