public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(120.0f); victim.SetTime(12000.0f); victim.SetRatio(1.0f); victim.SetAmount(10.0f); victim.SetValue(((18 * skill_level + 12))); victim.SetFrenzied(true); victim.SetProbability(600.0f); victim.SetTime(12000.0f); victim.SetRatio((skill_level * 0.04f)); victim.SetBuffid(0); victim.SetIncattack(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); victim.SetProbability(120.0f); victim.SetTime(14400000.0f); victim.SetBuffid(2); victim.SetValue(25.0f); victim.SetAdddodge(true); victim.SetProbability(120.0f); victim.SetTime(14400000.0f); victim.SetRatio(0.0f); victim.SetBuffid(4); victim.SetAmount(0.0f); victim.SetValue(720000.0f); victim.SetHpgen(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); victim.SetTime(2000.0f); victim.SetBuffid(0); victim.SetGloss(true); victim.SetProbability(100.0f); victim.SetTime(8000.0f); victim.SetBuffid(1); victim.SetAmount(0.0f); victim.SetValue(((2 * skill_level * player_level))); victim.SetMpgen(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); /* * if ( player.GetHasbuff(4099) == 1 ) * d = 100.0f; * else * victim.SetProbability(0.0f); * victim.SetTime(((2000 * skill_level + 2000))); * victim.SetRatio(((skill_level + 3) * 0.01f)); * victim.SetBuffid(1); * victim.SetDecskillaccu(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); /* * if ( player.GetHasbuff(4096) == 1 ) * d = 750.0f; * else * victim.SetProbability(0.0f); * victim.SetTime(((7000 * skill_level))); * victim.SetRatio((skill_level * 0.03f)); * victim.SetBuffid(1); * victim.SetWeak(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); victim.SetProbability(120.0f); victim.SetRatio(4101.0f); victim.SetAmount(4101.0f); victim.SetValue(4101.0f); victim.SetDispel(true); victim.SetTime(3000.0f); victim.SetRatio((skill_level * 0.01f)); victim.SetAmount(((10 * player_maxhp))); victim.SetMagicshield(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); /* * victim.SetProbability(((5 * skill_level))); * victim.SetValue(1.0f); * victim.SetRepel(true); * if ( zrand(100) >= 5 * skill_level ) * v12 = 0.0f; * else * victim.SetProbability(600.0f); * victim.SetTime(((1000 * skill_level))); * victim.SetWrap(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); victim.SetProbability(50.0f); victim.SetTime(45000.0f); victim.SetRatio(1.0f); victim.SetAmount(1.0f); victim.SetValue(201.0f); victim.SetTransform(true); victim.SetProbability(100.0f); victim.SetTime(45000.0f); victim.SetRatio(1.0f); victim.SetAmount(1.0f); victim.SetValue(202.0f); victim.SetTransform(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_mp = player.GetMp(); int skill_level = skill.GetLevel(); victim.SetProbability(((5 * skill_level))); victim.SetTime(8000.0f); victim.SetBarehanded(true); victim.SetProbability(-1.0f); victim.SetTime(100.0f); victim.SetBuffid(1); victim.SetAmount((player_mp * (skill_level * 0.18f))); victim.SetValue(0.0f); victim.SetMpleak(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(400.0f); victim.SetTime(((2000 * skill_level))); victim.SetWrap(true); victim.SetTime(((2000 * skill_level))); victim.SetBuffid(0); victim.SetValue(400.0f); victim.SetSubantislow(true); victim.SetTime(((2000 * skill_level))); victim.SetBuffid(0); victim.SetValue(400.0f); victim.SetSubantidizzy(true); return(true); }
public override bool BlessMe(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); victim.SetProbability(120.0f); victim.SetTime(25000.0f); victim.SetRatio(0.0f); victim.SetBuffid(1); victim.SetValue(50.0f); victim.SetDivinityburst(true); victim.SetProbability(120.0f); victim.SetTime(100.0f); victim.SetBuffid(2); victim.SetAmount(1000000.0f); victim.SetValue(1000000.0f); victim.SetDivinityfury(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(((900000 * skill_level))); victim.SetRatio(0.25f); victim.SetBuffid(0); victim.SetIncattack(true); victim.SetTime(((900000 * skill_level))); victim.SetRatio(0.15000001f); victim.SetAmount(((20 * player_maxhp))); victim.SetMagicshield(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_var1 = player.GetVar1(); int player_var3 = player.GetVar3(); int player_var5 = player.GetVar5(); /* * if ( player_var5 <= player_var3 * 0.95f ) * d = 0.0f; * else * victim.SetProbability(100.0f); * victim.SetValue((player_var1 * 0.1f)); * victim.SetDirecthurt(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(((2000 * skill_level))); victim.SetRatio(0.2f); victim.SetValue(0.2f); victim.SetRandcurse(true); victim.SetProbability(120.0f); victim.SetTime(((2000 * skill_level))); victim.SetBuffid(4); victim.SetAmount(((50 * skill_level))); victim.SetValue(0.0f); victim.SetMpleak(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(((skill_level * skill_level + 15))); victim.SetTime(10100.0f); victim.SetRatio((skill_level * (skill_level * 0.01f) + (skill_level * 0.01f))); victim.SetInchurt(true); victim.SetProbability(((skill_level * skill_level + 15))); victim.SetTime(10100.0f); victim.SetRatio((skill_level * (skill_level * 0.01f) + (skill_level * 0.01f))); victim.SetBuffid(5); victim.SetDecaccuracy(true); victim.SetProbability(((600 * norm(zrand(100) / (98 - skill_level * skill_level))))); victim.SetTime(6100.0f); victim.SetWrap(true); return(true); }
public override bool BlessMe(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_res6 = player.GetRes6(); victim.SetProbability(100.0f); victim.SetTime(10000.0f); victim.SetRatio(2.0f); victim.SetAmount(0.0f); victim.SetValue(100.0f); victim.SetRetort(true); victim.SetProbability(100.0f); victim.SetTime(10000.0f); victim.SetRatio((player_res6 * 0.02f)); victim.SetBuffid(1); victim.SetIncattack(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetTime(((900000 * skill_level))); victim.SetRatio(0.25f); victim.SetBuffid(0); victim.SetInchp(true); victim.SetTime(((900000 * skill_level))); victim.SetRatio(0.25f); victim.SetBuffid(0); victim.SetIncmp(true); victim.SetProbability(100.0f); victim.SetTime(((900000 * skill_level))); victim.SetRatio(0.050000001f); victim.SetAttack2mp(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_var1 = player.GetVar1(); int skill_level = skill.GetLevel(); /* * v13 = 3 * skill_level + 3; * if ( zrand(100) >= 20 * skill_level ) * t = 0.0f; * else * victim.SetTime(((1000 * v13))); * victim.SetAmount(((4 * skill_level))); * victim.SetValue((skill_level * (player_var1 * 0.04f))); * victim.SetCursed(true); */ return(true); }
public override bool BlessMe(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); victim.SetProbability(120.0f); victim.SetTime(10000.0f); victim.SetRatio(0.5f); victim.SetAmount(0.0f); victim.SetValue(100.0f); victim.SetRetort(true); victim.SetProbability(120.0f); victim.SetTime(10000.0f); victim.SetRejectdebuff(true); victim.SetTime(20000.0f); victim.SetRatio(0.1f); victim.SetAmount(200000.0f); victim.SetMagicshield(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(12000.0f); victim.SetBuffid(0); victim.SetAmount((skill_level * 0.25f + 1.0f)); victim.SetValue(((600 * skill_level))); victim.SetSubhp(true); victim.SetProbability(100.0f); victim.SetTime(12000.0f); victim.SetBuffid(0); victim.SetAmount((skill_level * 0.25f + 1.0f)); victim.SetValue(((600 * skill_level))); victim.SetSubmp(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); victim.SetProbability(100.0f); victim.SetTime(3600000.0f); victim.SetRatio(0.0f); victim.SetBuffid(3); victim.SetAmount(0.0f); victim.SetValue(360000.0f); victim.SetHpgen(true); victim.SetProbability(100.0f); victim.SetTime(3600000.0f); victim.SetBuffid(3); victim.SetAmount(0.0f); victim.SetValue(360000.0f); victim.SetMpgen(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); victim.SetProbability(350.0f); victim.SetTime(60000.0f); victim.SetRatio(0.1f); victim.SetBuffid(zrand(7)); victim.SetWeak(true); victim.SetProbability(100.0f); victim.SetTime(60000.0f); victim.SetBuffid(zrand(7)); victim.SetAmount(player_maxhp); victim.SetValue(0.0f); victim.SetHpleak(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); /* * if ( player.GetHasmultbuff(113) != 1 || (v3 = zrand(100), v3 >= 5 * skill_level + 25) ) ||d = 0.0f; ||else ||victim.SetProbability(500.0f); ||victim.SetTime(((1000 * skill_level + 5000))); ||victim.SetRatio(((5 * skill_level + 25) * 0.01f)); ||victim.SetBuffid(1); ||victim.SetSlow(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); /* * if ( player.GetHasbuff(4098) == 1 ) * d = 100.0f; * else * victim.SetProbability(0.0f); * victim.SetTime(12000.0f); * victim.SetBuffid(4); * victim.SetAmount(((1800 * skill_level))); * victim.SetValue(0.0f); * victim.SetHpleak(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_level = player.GetLevel(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); victim.SetProbability(((1.0f - player_level * 0.002f) * ((skill_level * skill_level + (3 * skill_level))))); victim.SetRatio(1.0f); victim.SetDrainmagic(true); victim.SetProbability(((1.0f - player_level * 0.002f) * 100.0f)); victim.SetTime(33000.0f); victim.SetBuffid(5); victim.SetAmount((player_maxmp * (skill_level * (skill_level * 0.02f)) * 16.0f)); victim.SetValue(0.0f); victim.SetMpleak(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_level = player.GetLevel(); int player_hp = player.GetHp(); int player_var1 = player.GetVar1(); int player_var11 = player.GetVar11(); int skill_level = skill.GetLevel(); /* * if ( player_var11 == 29 ) * { * d = (1.0f - player_level * 0.002f) * 100.0f; * } * else * { * d = 33.0f; * } * victim.SetProbability(d); * victim.SetTime(((4000 * skill_level))); * victim.SetBuffid(1); * victim.SetAmount(((6 * skill_level * skill_level + (5 * skill_level) + 25) * (player_hp * 0.01f))); * victim.SetValue(0.0f); * victim.SetHpleak(true); * if ( player_var11 == 29 ) * { * v29 = (1.0f - player_level * 0.002f) * 100.0f; * } * else * { * v29 = 33.0f; * } * victim.SetProbability(v29); * victim.SetTime(((4000 * skill_level))); * victim.SetBuffid(1); * victim.SetAmount(1.0f); * victim.SetValue(((100 * skill_level * skill_level + (900 * skill_level)))); * victim.SetSubmp(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_mp = player.GetMp(); int player_maxmp = player.GetMaxmp(); int player_var2 = player.GetVar2(); int player_var3 = player.GetVar3(); int skill_level = skill.GetLevel(); /* * victim.SetProbability(120.0f); * v28 = skill_level * (0.1f * player_var2); * v27 = player_maxmp; * if ( player.GetHasbuff(4098) ) * { * v26 = ((player_var3 * 0.1f + 1.0f) * v28) / v27; * } * else * { * v26 = v28 / v27; * } * victim.SetRatio(v26); * victim.SetDrainmagic(true); * victim.SetProbability(120.0f); * victim.SetTime(100.0f); * victim.SetBuffid(1); * v25 = (player_maxmp - player_mp); * if ( player.GetHasbuff(4098) ) * { * v24 = (player_var3 * 0.1f + 1.0f) * v25; * } * else * { * v24 = v25; * } * victim.SetAmount(v24); * victim.SetValue(0.0f); * victim.SetHpleak(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); victim.SetProbability(120.0f); victim.SetTime(100.0f); victim.SetBuffid(1); victim.SetAmount((skill_level * (player_maxhp * 0.2f))); victim.SetValue(10.0f); victim.SetHpleak1(true); victim.SetProbability(600.0f); victim.SetTime(20000.0f); victim.SetRatio(0.5f); victim.SetBuffid(3); victim.SetSlow(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); /* * if ( player.GetHasmultbuff(5) != 1 * && (v3 = player, GNET::PlayerWrapper::GetHasbuff(v3, 4096) != 1) * && (v4 = player, GNET::PlayerWrapper::GetHasbuff(v4, 4099) != 1) ) * d = 0.0f; * else * victim.SetProbability(((10 * skill_level + 10))); * victim.SetTime(((1000 * skill_level + 5000))); * victim.SetRatio((skill_level * 0.12f)); * victim.SetValue((skill_level * 0.12f)); * victim.SetParalysis(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); /* * victim.SetProbability(((4 * skill_level + 30))); * victim.SetTime(((2000 * skill_level + 5000))); * victim.SetBuffid(1); * victim.SetValue(((25 * skill_level))); * victim.SetSubdefence(true); * if ( zrand(100) >= 5 * skill_level + 5 ) * v16 = 0.0f; * else * victim.SetProbability(650.0f); * victim.SetTime(((1000 * skill_level + 2000))); * victim.SetWrap(true); */ return(true); }