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Old 12-16-2007, 05:32 PM   #1 (permalink)
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Default Fishing trouble

Hi, im still have trouble with fishing...
I don't understanf how it work.

I've added
Code:
				new MutateEntry(  80.0,  80.0,  600.0,  true, typeof( SpecialFishingNet ) ),
				new MutateEntry(  80.0,  80.0,  600.0,  true, typeof( BigFish ) ),
				new MutateEntry(  90.0,  80.0,  600.0,  true, typeof( TreasureMap ) ),
				new MutateEntry( 100.0,  80.0,  600.0,  true, typeof( MessageInABottle ), typeof(WhitePearl) ),
				new MutateEntry(   0.0, 125.0, -550.0, false, typeof( PrizedFish ), typeof( WondrousFish ), typeof( TrulyRareFish ), typeof( PeculiarFish ) ),
				new MutateEntry(   0.0, 105.0,  -240.0, false, typeof( Boots ), typeof( Shoes ), typeof( Sandals ), typeof( ThighBoots ) ),
				new MutateEntry(   0.0, 200.0,  -200.0, false, new Type[1]{ null } )
I very change skills but still players fish one White Perl per 2 hours... How i can fix it? I need that White Perl fish for example 10min.
Thanks
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Old 12-16-2007, 08:29 PM   #2 (permalink)
a2c
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Default

You're gonna wanna look at the chance to mutate what harvesting returns. Though you could just increase the chance for a mutated entry that would likely severely reduce the chance of getting fish since you'd constantly be getting everything else. You'll may have to create a seperate chance to return a white pearl whenever the get a fish.

Code:
public override Type MutateType( Type type, Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc, HarvestResource resource )
		{
			bool deepWater = SpecialFishingNet.FullValidation( map, loc.X, loc.Y );

			double skillBase = from.Skills[SkillName.Fishing].Base;
			double skillValue = from.Skills[SkillName.Fishing].Value;

			for ( int i = 0; i < m_MutateTable.Length; ++i )
			{
				MutateEntry entry = m_MutateTable[i];

				if ( !deepWater && entry.m_DeepWater )
					continue;

				if ( skillBase >= entry.m_ReqSkill )
				{
					double chance = (skillValue - entry.m_MinSkill) / (entry.m_MaxSkill - entry.m_MinSkill);

					if ( chance > Utility.RandomDouble() )
						return entry.m_Types[Utility.Random( entry.m_Types.Length )];
				}
			}

			return type;
		}
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Last edited by a2c; 12-16-2007 at 08:32 PM.
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Old 12-17-2007, 05:04 AM   #3 (permalink)
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Hm thx i'll try
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