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- SET OWN BON VAULE
- #if defined(__ALIGNMENT_AFFECT__)
- void CHARACTER::AlignmentBonus()
- {
- if (IsPC() && (!GetDesc() || !GetDesc()->GetCharacter()))
- return;
- int iRealAlignment = m_iRealAlignment / 10;
- int iAlignmentBonus[7][13] = {
- { 25000 /*rangi*/, POINT_MAX_HP, 0, POINT_ATT_GRADE_BONUS, 0, POINT_ATTBONUS_MONSTER, 0, POINT_ATTBONUS_STONE, 0, POINT_ATTBONUS_BOSS, 25, POINT_ATTBONUS_HUMAN, 0 },
- { 21000 /*rangi*/, POINT_MAX_HP, 0, POINT_ATT_GRADE_BONUS, 0, POINT_ATTBONUS_MONSTER, 0, POINT_ATTBONUS_STONE, 0, POINT_ATTBONUS_BOSS, 20, POINT_ATTBONUS_HUMAN, 0 },
- { 17000 /*rangi*/, POINT_MAX_HP, 0, POINT_ATT_GRADE_BONUS, 0, POINT_ATTBONUS_MONSTER, 0, POINT_ATTBONUS_STONE, 0, POINT_ATTBONUS_BOSS, 15, POINT_ATTBONUS_HUMAN, 0 },
- { 13000 /*rangi*/, POINT_MAX_HP, 0, POINT_ATT_GRADE_BONUS, 0, POINT_ATTBONUS_MONSTER, 0, POINT_ATTBONUS_STONE, 0, POINT_ATTBONUS_BOSS, 10, POINT_ATTBONUS_HUMAN, 0 },
- { 9000 /*rangi*/, POINT_MAX_HP, 0, POINT_ATT_GRADE_BONUS, 0, POINT_ATTBONUS_MONSTER, 0, POINT_ATTBONUS_STONE, 0, POINT_ATTBONUS_BOSS, 5, POINT_ATTBONUS_HUMAN, 0 },
- { 5000 /*rangi*/, POINT_MAX_HP, 0, POINT_ATT_GRADE_BONUS, 0, POINT_ATTBONUS_MONSTER, 0, POINT_ATTBONUS_STONE, 0, POINT_ATTBONUS_BOSS, 0, POINT_ATTBONUS_HUMAN, 0 },
- { 2000 /*rangi*/, POINT_MAX_HP, 0, POINT_ATT_GRADE_BONUS, 0, POINT_ATTBONUS_MONSTER, 0, POINT_ATTBONUS_STONE, 0, POINT_ATTBONUS_BOSS, 0, POINT_ATTBONUS_HUMAN, 0 },
- // 0 1 2 3 4 5 6 7 8 9 10 11 12
- };
- for (int i = 0; i < 7; i++)
- {
- if (iRealAlignment >= iAlignmentBonus[i][0])
- {
- AddAffect(AFFECT_ALIGNMENT, iAlignmentBonus[i][1], iAlignmentBonus[i][2], AFF_NONE, INFINITE_AFFECT_DURATION, 0, true, true);
- AddAffect(AFFECT_ALIGNMENT_1, iAlignmentBonus[i][3], iAlignmentBonus[i][4], AFF_NONE, INFINITE_AFFECT_DURATION, 0, true, true);
- AddAffect(AFFECT_ALIGNMENT_2, iAlignmentBonus[i][5], iAlignmentBonus[i][6], AFF_NONE, INFINITE_AFFECT_DURATION, 0, true, true);
- AddAffect(AFFECT_ALIGNMENT_3, iAlignmentBonus[i][7], iAlignmentBonus[i][8], AFF_NONE, INFINITE_AFFECT_DURATION, 0, true, true);
- AddAffect(AFFECT_ALIGNMENT_4, iAlignmentBonus[i][9], iAlignmentBonus[i][10], AFF_NONE, INFINITE_AFFECT_DURATION, 0, true, true);
- AddAffect(AFFECT_ALIGNMENT_5, iAlignmentBonus[i][11], iAlignmentBonus[i][12], AFF_NONE, INFINITE_AFFECT_DURATION, 0, true, true);
- return;
- }
- }
- RemoveAffect(AFFECT_ALIGNMENT);
- RemoveAffect(AFFECT_ALIGNMENT_1);
- RemoveAffect(AFFECT_ALIGNMENT_2);
- RemoveAffect(AFFECT_ALIGNMENT_3);
- RemoveAffect(AFFECT_ALIGNMENT_4);
- RemoveAffect(AFFECT_ALIGNMENT_5);
- }
- #endif
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