public static ProductionSuccessRequestR ( Creature creature, SkillId skillId, float successRate, bool totalSuccess, float unkFloat ) : void | ||
creature | Creature | |
skillId | SkillId | Skill the rate is used for. |
successRate | float | /// Bonus success rate, added to the value calculated by the client, /// or the total success rate to use, if totalSuccess is true. /// |
totalSuccess | bool | /// If true, the client will display the given successRate, if it's false, /// it will calculate the default rate itself and add successRate as bonus. /// |
unkFloat | float | |
Результат | void |
public static void ProductionSuccessRequestR(Creature creature, SkillId skillId, float successRate, bool totalSuccess, float unkFloat)
{
var gp = new Packet(Op.ProductionSuccessRequestR, creature.EntityId);
gp.PutByte(1);
gp.PutUShort((ushort)skillId);
gp.PutShort(6);
gp.PutFloat(successRate);
gp.PutByte(0);
gp.PutByte(totalSuccess);
gp.PutFloat(unkFloat);
creature.Client.Send(gp);
}
Send::ProductionSuccessRequestR ( Creature creature, SkillId skillId, float successRate, bool totalSuccess ) : void |