engine/calculators/source/ScythingCalculator.cpp
// The chance that scything continues is based off the creature's skill in a
// particular skill (typically, the weapon skill for the weapon that is
// scything).  This is reduced if the current attack missed, and also based
// on the total number of creatures that have been hit by the scything attack
// so far.

The chance that scything continues is based off the creature's skill in a
particular skill (typically, the weapon skill for the weapon that is
scything).  This is reduced if the current attack missed, and also based
on the total number of creatures that have been hit by the scything attack
so far.
The chance that scything continues is based off the creature ' s skill in a particular skill ( typically the weapon skill for the weapon that is scything ) . This is reduced if the current attack missed and also based on the total number of creatures that have been hit by the scything attack so far .
int ScythingCalculator::calc_pct_chance_scything_continues(CreaturePtr creature, const SkillType st, const int total_attacks)
{
  int chance_scy = 0;
  if (creature != nullptr)
  {
    int val = creature->get_skills().get_value(st);
    chance_scy = val - (total_attacks * SCYTHING_ATTACK_MULTIPLIER);
    chance_scy = std::max<int>(0, chance_scy);
  }
  return chance_scy;
}
int ScythingCalculator :: calc_pct_chance_scything_continues ( CreaturePtr creature , const SkillType st , const int total_attacks ) { int chance_scy = 0 ; if ( creature != nullptr ) { int val = creature -> get_skills ( ) . get_value ( st ) ; chance_scy = val - ( total_attacks * SCYTHING_ATTACK_MULTIPLIER ) ; chance_scy = std :: max < int > ( 0 , chance_scy ) ; } return chance_scy ; }
The chance that scything continues is based off the creature's skill in a
particular skill (typically, the weapon skill for the weapon that is
scything).
The chance that scything continues is based off the creature ' s skill in a particular skill ( typically the weapon skill for the weapon that is scything ) .