游戏狂人
 
- 贡献度
- 22
- 金元
- 9662
- 积分
- 1054
- 精华
- 0
- 注册时间
- 2010-3-24
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if (Common.random(1, 1) > effectiveSkill)
{
Message.showLocalized("Repair Failed", Array.Empty<object>());
Sound.play("Repair Failure", 1f, null, null);
current.reduceCondition(13f, false);
Stat.adjust(StatType.POINTS_REPAIRED, -3L);
this.musician.addHappiness(3, Happiness.Reason.REPAIR_FAILURE);
}
else
{
Message.showLocalized("Repair Succeeded", Array.Empty<object>());
Sound.play("Repair Success", 1f, null, null);
Equipment equipment = current;
equipment.condition += Mathf.Min(30, num);
current.maxCondition = 100f;
current.musician.setConfigsToBestEquipment(EquipmentConfig.enums.ALL);
this.musician.addHappiness(10, Happiness.Reason.REPAIR_SUCCESS);
if (baseSkill < 100 && Common.random(0, 100) > baseSkill)
{
this.musician.incrementFreeSkill(SkillType.enums.REPAIR, 1);
Message.showLocalized("Repair Skill +1", Array.Empty<object>());
}
long currentValue = Stat.adjust(StatType.POINTS_REPAIRED, (long)num);
Steam.checkForSteppedAchievements("REPAIR_{0}", currentValue, new long[] { 1L, 500L, 2000L });
} |
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