public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_def = player.GetDef(); int skill_level = skill.GetLevel(); /* * victim.SetProbability(((20 * skill_level))); * victim.SetTime(((4000 * skill_level + 10000))); * if ( player.GetObjectType() ) * { * if ( player_def > 24999 ) * { * v20 = 0.0f; * } * else * { * v20 = (1.0f - ((2 * skill_level + 2) * (skill_level + 1)) * 0.01f) * zrand(2) + (((2 * skill_level + 2) * (skill_level + 1)) * 0.01f); * } * v21 = v20; * } * else * { * v21 = (1.0f - ((2 * skill_level + 2) * (skill_level + 1)) * 0.01f) * zrand(2) + (((2 * skill_level + 2) * (skill_level + 1)) * 0.01f); * } * victim.SetRatio(v21); * victim.SetBuffid(6); * victim.SetDecdefence(true); */ 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 void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_maxmp = player.GetMaxmp(); int player_maxatk = player.GetMaxatk(); int player_def = player.GetDef(); int player_skillrate = player.GetSkillrate(); int player_res3 = player.GetRes3(); player.SetVar3(player_skillrate); player.SetVar1(player_maxatk); player.SetVar2(player_maxmp); player.SetVar3(player_res3); player.SetVar4(player_def); player.SetPerform(1); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_def = player.GetDef(); int player_var1 = player.GetVar1(); int skill_level = skill.GetLevel(); /* * victim.SetProbability(((3 * skill_level))); * if ( (skill_level * (player_var1 * 0.8f)) - player_def <= 0.0f ) * { * v15 = 1.0f; * } * else * { * v15 = (skill_level * (player_var1 * 0.8f)) - player_def; * } * victim.SetValue(v15); * victim.SetDirecthurt(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_def = player.GetDef(); int player_skilldodge = player.GetSkilldodge(); int player_var1 = player.GetVar1(); int player_var2 = player.GetVar2(); int player_var3 = player.GetVar3(); int player_var4 = player.GetVar4(); int skill_level = skill.GetLevel(); /* * if ( player.GetObjectType() ) * { * if ( player_def > 25000 || (v10 = player, GNET::PlayerWrapper::GetSkilldodge(v10) > 1000) ) ||v40 = 0.0f; ||else ||d = 100.0f; ||} ||else ||{ ||if ( player_var3 - player_skilldodge + 1000 <= 0 ) ||{ ||v41 = 0.0f; ||} ||else ||{ ||v41 = ((player_var3 - player_skilldodge + 1000) / 10 + 20); ||} ||d = v41; ||} ||victim.SetProbability(d); ||if ( skill_level == 10 ) ||{ ||v38 = player_var2; ||if ( zrand(100) > 49 ) ||v37 = 0.0f; ||else ||v37 = 0.2f; ||if ( player.GetHasbuff(4099) == 1 ) ||v36 = v37 + 1.0f; ||else ||v39 = v38 * ((0.0f * v37) + 1.0f); ||} ||else ||{ ||v39 = (zrand(10) * 0.01f + 0.95f) * player_var1; ||} ||victim.SetValue(v39); ||victim.SetDirecthurt(true); ||victim.SetProbability(((2 * player_var4))); ||victim.SetTime(((2000 * player_var4))); ||victim.SetBarehanded(true); ||victim.SetProbability(((2 * player_var4))); ||victim.SetTime(((2000 * player_var4))); ||victim.SetRatio(1.0f); ||victim.SetBuffid(1); ||victim.SetDecdefence(true); */ return(true); }