public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); int skill_t2 = skill.GetT2(); int skill_t3 = skill.GetT3(); /* * victim.SetProbability(120.0f); * v16 = 1000 * skill_t0 + 10000; * if ( skill_t1 < skill_t2 ) * { * if ( skill_t2 < skill_t3 ) * v13 = (v16 + skill_t3); * else * t = ((v16 + skill_t2)); * } * else * { * if ( skill_t1 < skill_t3 ) * v14 = (v16 + skill_t3); * else * t = ((v16 + skill_t1)); * } * victim.SetTime(t); * victim.SetValue((player_maxhp * (skill_level * 0.05f))); * victim.SetBuxiu(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); /* * victim.SetProbability(120.0f); * victim.SetTime(((2000 * skill_level + 8000))); * victim.SetBuffid(1); * victim.SetValue(4.0f); * victim.SetAddspeed(true); * victim.SetProbability(((33 * skill_t1 + 1))); * victim.SetRatio(2.0f); * victim.SetAmount(0.0f); * victim.SetValue(0.0f); * victim.SetDispel(true); * if ( zrand(100) >= 10 * skill_t0 ) * v20 = 0.0f; * else * victim.SetRatio(4010.0f); * victim.SetAmount(0.0f); * victim.SetValue(0.0f); * victim.SetClearcooldown(true); */ return(true); }
public override bool BlessMe(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); int skill_t3 = skill.GetT3(); int skill_charging = skill.GetCharging(); /* * victim.SetProbability(120.0f); * victim.SetTime(((1000 * skill_t3 + (10000 * (skill_charging / 0x12C0) + (5000 * skill_t0 + (10000 * (skill_level + player.GetCyclemembercnt())))) - 10000))); * victim.SetRatio(((player.GetCyclemembercnt() + (skill_t1 + skill_level) - 1))); * victim.SetBuffid(0); * victim.SetAmount(3604.0f); * victim.SetValue(2.0f); * victim.SetCycle(true); * victim.SetTime(900.0f); * victim.SetRatio(0.0f); * victim.SetAmount(0.0f); * victim.SetValue(0.0f); * victim.SetEvilaura(true); * if ( zrand(100) >= 2 * player.GetSkilllevel(3759) ) * d = 218.0f; * else * victim.SetRatio(3449.0f); * victim.SetAmount(218.0f); * victim.SetValue(218.0f); * victim.SetClearcooldown(true); */ return(true); }
public override int GetCooldowntime(GSkill skill) { int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); int skill_t2 = skill.GetT2(); return(3600000 * (skill_t2 + skill_t1 + skill_t0) + 2000);; }
public override bool TakeEffect(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); player.SetPasincmp((skill_level * (skill_t0 * 0.03f) + (skill_level * 0.07000000000000001f))); player.SetPasaddsmite((skill_level * (skill_t1 * 0.02f))); return(true); }
public override bool TakeEffect(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); player.SetPasincmpgen(skill_level * (skill_t0 * 0.15f + 0.3f)); player.SetPasaddhp(20 * skill_level * skill_t1); return(true); }
public override bool TakeEffect(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); player.SetPasaddsilent(((skill_t0 * 0.3f + 1.0f) * ((9 * skill_level)))); player.SetPasinccrit((skill_level * (skill_t1 * 0.002f) + 0.0001f)); return(true); }
public override bool TakeEffect(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); player.SetPasaddweak((((3 * skill_t0 + 9) * skill_level))); player.SetPasaddhp(((20 * skill_t1 * skill_level))); player.SetPasdecfatalratio((skill_level * 0.0101f)); return(true); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_level = player.GetLevel(); int player_def = player.GetDef(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); skill.SetRatio((D2INT(player_level / (9 - skill_level)) * 0.01f + (skill_level * 0.06f + (skill_t0 * 0.1f + 1.0f)))); skill.SetPlus((player_def * (skill_t1 * 0.03f) + ((215 * skill_level)))); player.SetPerform(1); }
public override bool TakeEffect(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); player.SetPasaddsmite((skill_level * (skill_t1 * 0.01f))); player.SetPasinchpgen((skill_t0 * (skill_level * 0.2f) + (skill_level * 0.5f))); player.SetPasaddattack(((skill_level * skill_t1))); player.SetPasadddodge(((skill_level * skill_t1))); return(true); }
public override bool TakeEffect(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); player.SetPasaddattack(skill_level * (player_level * 0.1f)); player.SetPasincattack((skill_level / 2) * (skill_t0 * 0.01f)); player.SetPasadddefence(skill_level * skill_t1); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); victim.SetProbability(120.0f); victim.SetTime(((600000 * skill_t1 + 1800000))); victim.SetRatio(((skill_t0 * 0.25f + 1.0f) * (skill_level * 0.01f))); victim.SetBuffid(2); victim.SetIncattack(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); int skill_t1 = skill.GetT1(); victim.SetProbability(120.0f); victim.SetTime(((3000 * skill_t1 + (5000 * skill_level)))); victim.SetRatio(1.0f); victim.SetBuffid(0); victim.SetAmount(0.0f); victim.SetValue((skill_level * 0.3f)); victim.SetGuishen2debuff(true); victim.SetProbability(120.0f); victim.SetTime(((3000 * skill_t1 + (5000 * skill_level)))); victim.SetValue(((5 * skill_level))); victim.SetCrippleddebuff(true); victim.SetProbability(120.0f); victim.SetTime(((5000 * skill_t1))); victim.SetRatio((skill_t1 * 0.1f)); victim.SetBuffid(1); victim.SetDecskilldodge(true); return(true); }
public override int GetCooldowntime(GSkill skill) { int skill_t1 = skill.GetT1(); return(60000 - 5000 * skill_t1); }