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public const int featWitch = 1417; x | public const int featWitch = 1417; x | ||
public const int featInquisitor = 1416; x | public const int featInquisitor = 1416; x | ||
public const int featFoxMaid = 1415; | public const int featFoxMaid = 1415; x | ||
public const int featWhiteVixen = 1414; | public const int featWhiteVixen = 1414; * | ||
public const int featFairysan = 1413; | public const int featFairysan = 1413; | ||
public const int featLuckyCat = 1412; | public const int featLuckyCat = 1412; | ||
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*** 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 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. | *** The maximum bonus is reached at 169 enemies if 1 character with feat, but only about 39 enemies if 2 characters. | ||
=== featWhiteVixen (Miko) === | |||
<syntaxhighlight lang="c#" line="1"> | |||
if (t.IsCursed && t.IsEquipmentOrRanged && c.HasElement(1414)) | |||
{ | |||
bool num = t.blessedState == BlessedState.Doomed; | |||
int num2 = 200 + t.LV * 3; | |||
if (t.rarity == Rarity.Legendary) | |||
{ | |||
num2 *= 3; | |||
} | |||
if (t.rarity >= Rarity.Mythical) | |||
{ | |||
num2 *= 5; | |||
} | |||
if (num) | |||
{ | |||
num2 *= 2; | |||
} | |||
EClass.pc.PlayEffect("identify"); | |||
EClass.pc.PlaySound("identify"); | |||
c.PlayEffect("mutation"); | |||
c.Say("draw_curse", c, t); | |||
t.Destroy(); | |||
List<Element> list = new List<Element>(); | |||
foreach (Element value in EClass.pc.elements.dict.Values) | |||
{ | |||
if (value is Spell) | |||
{ | |||
list.Add(value); | |||
} | |||
} | |||
if (list.Count == 0) | |||
{ | |||
EClass.pc.SayNothingHappans(); | |||
return; | |||
} | |||
Element element = list.RandomItem(); | |||
EClass.pc.ModExp(element.id, num2); | |||
EClass.pc.Say("draw_curse2", EClass.pc, element.Name); | |||
return; | |||
} | |||
</syntaxhighlight> | |||
* The spell exp given to '''PC''' is determined by several factors. | |||
** Base value: 200 + 3 * LV of equipment | |||
** If Legendary (or Miracle), the value is increased to 300%. | |||
** If Mythical (or Godly), the value is increase to 500%. | |||
** If equipment is doomed, further times 2. | |||
[[Category:EN]] | [[Category:EN]] | ||
[[Category:Elin Spoiler]] | [[Category:Elin Spoiler]] |
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