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authorJesusaves <cpntb1@ymail.com>2019-09-13 17:41:17 -0300
committerJesusaves <cpntb1@ymail.com>2019-09-13 17:41:17 -0300
commit7504193d2b6c9577d760f548fd4ae6992eb1a486 (patch)
treea16c368ad88681d581b18674db0a70b6b3392c14 /npc/functions
parentbeae655236dca8a2453e135e4e0acf9455c061be (diff)
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Alright, maybe 1% is too much, lower that to 0.5%.
All ponds work, but can supply -1 to disable. Luck will have no effect on this calculation.
Diffstat (limited to 'npc/functions')
-rw-r--r--npc/functions/fishing.txt4
1 files changed, 2 insertions, 2 deletions
diff --git a/npc/functions/fishing.txt b/npc/functions/fishing.txt
index d7303529a..0a3c0fe7e 100644
--- a/npc/functions/fishing.txt
+++ b/npc/functions/fishing.txt
@@ -221,8 +221,8 @@ function script fishing {
// Level can increase up to 10% when it is at 100.
.@boost=(readparam2(bLuk)/20)+(BaseLevel/10);
.@bai=getvariableofnpc(.bait_ids[@bait_d+1], .@npc$);
- // Ancient Blueprint: 0.1% BP Chance - bait weight
- if (rand2(1000) < .@bp_chance*.@bai) {
+ // Ancient Blueprint: 0.05% per bait bonus (no luck)
+ if (rand2(2000) < .@bp_chance*.@bai) {
.@fish_id = AncientBlueprint;
} else if (rand2(0, 100) < .@bai+.@boost) {
.@fish_id = any_of(.@rare_fish);