public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_mp = player.GetMp(); int player_var1 = player.GetVar1(); int player_var10 = player.GetVar10(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); /* * if ( zrand(3 * skill_level + 5) > 99 ) * { * d = 0.0f; * } * else * { * d = player_var10; * } * victim.SetProbability(d); * victim.SetTime(3000.0f); * victim.SetValue(0.0f); * victim.SetSleep(true); * victim.SetProbability(-1.0f); * victim.SetTime(2000.0f); * victim.SetBuffid(1); * victim.SetAmount((player_mp * (skill_t0 * 0.05f + (skill_level * 0.02f + 0.15f)))); * victim.SetValue(1.0f); * victim.SetMpleak(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_var1 = player.GetVar1(); int player_var6 = player.GetVar6(); int player_var7 = player.GetVar7(); int player_var8 = player.GetVar8(); int player_var9 = player.GetVar9(); int player_var10 = player.GetVar10(); int skill_level = skill.GetLevel(); victim.SetProbability((((player_var10 + (player_var9 + (player_var8 + (player_var7 + player_var6)))) / 5))); victim.SetTime(((1000 * skill_level + 6000))); victim.SetSilent(true); return(true); }