/// <summary>
/// Returns chance for a successful gathering.
/// </summary>
/// <param name="creature"></param>
/// <param name="collectData"></param>
/// <returns></returns>
private float GetSuccessChance(Creature creature, CollectingData collectData)
{
// Base
var successChance = 0f;
// Herbalism
if (collectData.Target.Contains("/herb/"))
{
successChance = Herbalism.GetChance(creature, collectData);
// If base chance is 0, gathering herbs fails. Adding the PM
// bonus would make it possible to pick unpickable herbs
// without Herbalism.
if (successChance == 0)
{
return(0);
}
}
// Others
else
{
successChance = collectData.SuccessRate;
}
// Add Production Mastery bonus
successChance = ProductionMastery.IncreaseChance(creature, successChance);
return(successChance);
}