Odświeżam oO
func void B_AddFightSkill (var C_NPC slf, var int talent, var int percent)
{
if (talent == NPC_TALENT_1H)
{
slf.HitChance[NPC_TALENT_1H] = slf.HitChance[NPC_TALENT_1H] + percent;
if (slf.HitChance[NPC_TALENT_1H] >=0) { Npc_SetTalentSkill (slf, NPC_TALENT_1H, 0); };
if (slf.HitChance[NPC_TALENT_1H] >=30) { Npc_SetTalentSkill (slf, NPC_TALENT_1H, 1); };
if (slf.HitChance[NPC_TALENT_1H] >=60) { Npc_SetTalentSkill (slf, NPC_TALENT_1H, 2); };
};
if (talent == NPC_TALENT_2H)
{
slf.HitChance[NPC_TALENT_2H] = slf.HitChance[NPC_TALENT_2H] + percent;
if (slf.HitChance[NPC_TALENT_1H] >=0) { Npc_SetTalentSkill (slf, NPC_TALENT_2H, 0); };
if (slf.HitChance[NPC_TALENT_2H] >=30) { Npc_SetTalentSkill (slf, NPC_TALENT_2H, 1); };
if (slf.HitChance[NPC_TALENT_2H] >=60) { Npc_SetTalentSkill (slf, NPC_TALENT_2H, 2); };
};
if (talent == NPC_TALENT_BOW)
{
slf.HitChance[NPC_TALENT_BOW] = slf.HitChance[NPC_TALENT_BOW] + percent;
if (slf.HitChance[NPC_TALENT_BOW] >=0) { Npc_SetTalentSkill (slf, NPC_TALENT_BOW, 0); };
if (slf.HitChance[NPC_TALENT_BOW] >=30) { Npc_SetTalentSkill (slf, NPC_TALENT_BOW, 1); };
if (slf.HitChance[NPC_TALENT_BOW] >=60) { Npc_SetTalentSkill (slf, NPC_TALENT_BOW, 2); };
};
if (talent == NPC_TALENT_CROSSBOW)
{
slf.HitChance[NPC_TALENT_CROSSBOW] = slf.HitChance[NPC_TALENT_CROSSBOW] + percent;
if (slf.HitChance[NPC_TALENT_CROSSBOW] >=0) { Npc_SetTalentSkill (slf, NPC_TALENT_CROSSBOW, 0); };
if (slf.HitChance[NPC_TALENT_CROSSBOW] >=30) { Npc_SetTalentSkill (slf, NPC_TALENT_CROSSBOW, 1); };
if (slf.HitChance[NPC_TALENT_CROSSBOW] >=60) { Npc_SetTalentSkill (slf, NPC_TALENT_CROSSBOW, 2); };
};
};
I co tu takiego złego jest? ;p