public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_res1 = player.GetRes1(); int player_res2 = player.GetRes2(); int player_res3 = player.GetRes3(); int player_res4 = player.GetRes4(); int player_res5 = player.GetRes5(); int player_var1 = player.GetVar1(); int player_var11 = player.GetVar11(); int skill_level = skill.GetLevel(); /* * if ( player_var11 == 49 ) * { * v29 = (12 * skill_level + ((player_res5 + (player_res4 + (player_res3 + (player_res2 + player_res1)))) / 5)); * } * else * { * v29 = (6 * skill_level + ((player_res5 + (player_res4 + (player_res3 + (player_res2 + player_res1)))) / 5)); * } * victim.SetProbability(v29); * victim.SetTime(((1000 * skill_level + 1000))); * victim.SetSilent(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_res2 = player.GetRes2(); int player_var7 = player.GetVar7(); int skill_level = skill.GetLevel(); /* * if ( zrand(100) >= 7 * skill_level ) * { * v14 = player_var7; * } * else * { * v14 = (player_res2 + 99); * } * victim.SetProbability(v14); * victim.SetTime(((1000 * skill_level + 5000))); * victim.SetRatio(((3 * skill_level) * 0.01f)); * victim.SetBuffid(1); * victim.SetWeak(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_res2 = player.GetRes2(); victim.SetProbability(((player_res2 + 90))); victim.SetTime(45000.0f); victim.SetRatio(0.059999999f); victim.SetBuffid(3); victim.SetWeak(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_res2 = player.GetRes2(); int skill_level = skill.GetLevel(); victim.SetProbability((((norm(zrand(100) / (100 - 8 * skill_level))) * (player_res2 + 100)))); victim.SetTime(((5000 * skill_level + 100))); victim.SetRatio((skill_level * (skill_level * 0.01f) + (skill_level * 0.05f + 0.15f))); victim.SetBuffid(5); victim.SetWeak(true); return(true); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_res2 = player.GetRes2(); int player_res3 = player.GetRes3(); int player_res4 = player.GetRes4(); int player_res5 = player.GetRes5(); player.SetVar1(player_res2); player.SetVar2(player_res3); player.SetVar3(player_res4); player.SetVar4(player_res5); player.SetPerform(1); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_res2 = player.GetRes2(); float skill_tianhua1 = skill.GetTianhua1(); victim.SetProbability(((player_res2 + 10))); victim.SetTime((skill_tianhua1 * 5000.0f)); victim.SetRatio((skill_tianhua1 * 0.3f)); victim.SetBuffid(1); victim.SetWeak(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_res1 = player.GetRes1(); int player_res2 = player.GetRes2(); int player_res3 = player.GetRes3(); int player_res4 = player.GetRes4(); int player_res5 = player.GetRes5(); int player_var1 = player.GetVar1(); int player_var11 = player.GetVar11(); int skill_level = skill.GetLevel(); /* * if ( player_var11 == 55 ) * { * if ( (player_res5 + (player_res4 + (player_res3 + (player_res2 + player_res1)))) / 240 + 10 > 50 ) * { * v53 = 50.0f; * } * else * { * v53 = ((player_res5 + (player_res4 + (player_res3 + (player_res2 + player_res1)))) / 240); * } * d = v53; * } * else * { * if ( (player_res5 + (player_res4 + (player_res3 + (player_res2 + player_res1)))) / 1000 + 7 > 8 ) * { * v52 = 8.0f; * } * else * { * v52 = ((player_res5 + (player_res4 + (player_res3 + (player_res2 + player_res1)))) / 1000); * } * d = v52; * } * victim.SetProbability(d); * victim.SetTime(((100 * skill_level * (skill_level * skill_level) + 5000))); * victim.SetRatio((skill_level * (skill_level * (skill_level * 0.01f)) + (skill_level * 0.05f))); * victim.SetBuffid(2); * victim.SetInccrithurt(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_res2 = player.GetRes2(); victim.SetProbability(((player_res2 + 65))); victim.SetTime(5000.0f); victim.SetRatio(0.80000001f); victim.SetBuffid(8); victim.SetWeak(true); victim.SetProbability(100.0f); victim.SetTime(7000.0f); victim.SetRatio(0.60000002f); victim.SetBuffid(1); victim.SetDecdrugeffect(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_res2 = player.GetRes2(); int skill_level = skill.GetLevel(); /* * if ( zrand(100) >= 7 * skill_level + 7 ) * { * d = 0.0f; * } * else * { * d = (player_res2 + 100); * } * victim.SetProbability(d); * victim.SetTime(((5000 * skill_level + 5000))); * victim.SetRatio(((skill_level + 1) * ((skill_level + 1) * 0.01f) + ((skill_level + 1) * 0.05f + 0.15f))); * victim.SetBuffid(1); * victim.SetWeak(true); */ return(true); }