public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_hp = player.GetHp(); int player_maxhp = player.GetMaxhp(); int player_var1 = player.GetVar1(); int player_var11 = player.GetVar11(); int skill_level = skill.GetLevel(); /* * if ( skill_level * (player_maxhp * 0.16f) <= player_hp ) * { * d = 0.0f; * } * else * { * if ( player_var11 == 20 ) * { * v20 = (skill_level * skill_level + 32); * } * else * { * v20 = (skill_level * skill_level + 12); * } * d = v20; * } * victim.SetProbability(d); * victim.SetTime(((2000 * skill_level + 2100))); * victim.SetRatio((skill_level * (skill_level * 0.01f) + 0.2f)); * victim.SetValue((skill_level * (skill_level * 0.01f) + 0.2f)); * victim.SetRandcurse(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_var1 = player.GetVar1(); int player_var11 = player.GetVar11(); int skill_level = skill.GetLevel(); /* * if ( player_var11 == 37 ) * d = 25.0f; * else * victim.SetProbability(20.0f); * victim.SetTime(((1000 * skill_level + 5100))); * victim.SetBuffid(3); * victim.SetValue((skill_level * 0.5f + 2.0f)); * victim.SetAddspeed(true); * victim.SetRatio(393.0f); * victim.SetAmount(394.0f); * victim.SetValue(395.0f); * victim.SetClearcooldown(true); * victim.SetRatio(396.0f); * victim.SetAmount(1104.0f); * victim.SetValue(1853.0f); * victim.SetClearcooldown(true); * victim.SetProbability(100.0f); * victim.SetTime(100.0f); * victim.SetRatio(1.0f); * victim.SetBuffid(1); * victim.SetValue(4541.0f); * victim.SetDelaycast(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_var1 = player.GetVar1(); int player_var11 = player.GetVar11(); int player_var16 = player.GetVar16(); int skill_level = skill.GetLevel(); /* * victim.SetProbability(120.0f); * victim.SetTime(9000.0f); * if ( player_var11 == 68 ) * { * d = (10 * player_var16 + skill_level + 1); * } * else * { * d = (10 * player_var16 + skill_level); * } * victim.SetRatio(d); * victim.SetBuffid(1); * victim.SetValue(3336.0f); * victim.SetDelaycast(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(); int skill_t0 = skill.GetT0(); /* * victim.SetProbability(120.0f); * victim.SetRatio(4240.0f); * victim.SetAmount(0.0f); * victim.SetValue(0.0f); * victim.SetDispel(true); * victim.SetTime(60000.0f); * victim.SetRatio(1.0f); * victim.SetAmount(((player_var1 * skill_level))); * victim.SetDechurt2(true); * if ( skill_t0 <= 0 ) * t = 0.0f; * else * victim.SetTime(60000.0f); * victim.SetBuffid(1); * victim.SetValue(((player_var1 * skill_t0))); * victim.SetAddmp(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_hp = player.GetHp(); int player_maxhp = player.GetMaxhp(); int player_var1 = player.GetVar1(); int skill_level = skill.GetLevel(); /* * victim.SetTime((skill_level * 15000.0f)); * victim.SetRatio(1.0f); * victim.SetAmount((skill_level * (player_var1 * 0.25f))); * victim.SetDechurt(true); * if ( player_maxhp * 0.5f <= player_hp ) * d = 0.0f; * else * victim.SetProbability(100.0f); * victim.SetTime((skill_level * 1250.0f)); * victim.SetRatio((skill_level * 0.0375f + 0.001f)); * victim.SetBuffid(1); * victim.SetIncskilldodge(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_var1 = player.GetVar1(); int skill_t0 = skill.GetT0(); /* * v17 = 5 * skill_t0 + 15; * if ( player.GetHasbuff(4120) == 1 ) * v16 = (v17 - 10); * else * victim.SetProbability(v17); * victim.SetTime(16100.0f); * victim.SetRatio(8.0f); * if ( player.GetHasbuff(4120) == 1 ) * v15 = zrand(2) + 1; * else * victim.SetBuffid((zrand(5) + 1)); * victim.SetAmount(9.0f); * victim.SetValue((player_var1 * 0.05f)); * victim.SetFiring(true); */ return(true); }
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_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_var1 = player.GetVar1(); int skill_level = skill.GetLevel(); /* * if ( player_var1 / 100 == 1 ) * d = 100.0f; * else * victim.SetProbability(0.0f); * victim.SetRatio(((2 * (player_var1 - 100 * (player_var1 / 100)) + 5) * 0.01f)); * victim.SetDrainmagic(true); * if ( player_var1 / 100 == 2 ) * v33 = 100.0f; * else * victim.SetProbability(0.0f); * victim.SetTime(6300.0f); * victim.SetRatio(((3 * (player_var1 - 100 * (player_var1 / 100)) + 10) * 0.01f)); * victim.SetBuffid(2); * victim.SetDeccrithurt(true); * if ( player_var1 / 100 == 3 ) * v32 = 100.0f; * else * victim.SetProbability(0.0f); * victim.SetTime(6300.0f); * victim.SetRatio(((skill_level / 4 * (player_var1 - 100 * (player_var1 / 100))) + 0.05f)); * victim.SetBuffid(2); * victim.SetDeccritrate(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_res6 = player.GetRes6(); int player_var1 = player.GetVar1(); /* * victim.SetProbability(100.0f); * victim.SetTime(6000.0f); * victim.SetRatio((player_var1 * 0.005f)); * victim.SetBuffid(1); * victim.SetIncfatalratio(true); * if ( zrand(100) >= 2 * player_var1 ) * v24 = 0.0f; * else * victim.SetProbability(300.0f); * victim.SetTime(6000.0f); * victim.SetRatio(0.30000001f); * victim.SetBuffid(1); * victim.SetSlow(true); * victim.SetProbability(120.0f); * victim.SetTime(6000.0f); * victim.SetRatio((player_res6 * 0.02f)); * victim.SetBuffid(1); * victim.SetIncfatalhurt(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_var1 = player.GetVar1(); int player_var11 = player.GetVar11(); int skill_level = skill.GetLevel(); /* * victim.SetTime((((2000 * skill_level + 10000) * norm(zrand(100) / (80 - 8 * skill_level))))); * victim.SetRatio((skill_level * 0.01f)); * victim.SetBuffid(1); * victim.SetDecanti(true); * if ( player_var11 == 100 ) * v18 = (8 * skill_level + 20); * else * victim.SetProbability(((4 * skill_level + 10))); * if ( skill_level == 5 ) * v17 = 3.0f; * else * victim.SetAmount(1.0f); * victim.SetClearbuff(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(); int skill_iscrit = skill.GetIscrit(); /* * victim.SetProbability(((2 * skill_level))); * victim.SetTime(3000.0f); * victim.SetRatio(0.1f); * victim.SetBuffid(2); * victim.SetWeak(true); * if ( skill_iscrit <= 0 ) * v16 = 0.0f; * else * victim.SetProbability(120.0f); * victim.SetTime(6000.0f); * victim.SetRatio((player_var1 * 0.01f)); * victim.SetBuffid(1); * victim.SetIncfatalhurt(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int player_var1 = player.GetVar1(); int player_var2 = player.GetVar2(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetRatio(1.0f); victim.SetValue((player_maxhp * (skill_level * 0.1f + 0.15f))); victim.SetHeal(true); victim.SetProbability(120.0f); victim.SetTime(50.0f); victim.SetRatio(skill_level); victim.SetBuffid(1); victim.SetValue(5229.0f); victim.SetDelaycast(true); victim.SetProbability(((120 * player_var2))); victim.SetTime(300000.0f); victim.SetAmount((skill_level * (player_var1 * 0.1f))); victim.SetBloodpool(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int player_var1 = player.GetVar1(); int player_var2 = player.GetVar2(); int player_var3 = player.GetVar3(); int skill_level = skill.GetLevel(); /* * victim.SetProbability(120.0f); * victim.SetTime(4000.0f); * victim.SetBuffid(1); * victim.SetAmount(((player_maxhp * (0.01f * player_var3)) + (player_maxhp * (0.01f * player_var3)) + ((skill_level * (0.01f * player_var1)) + (skill_level * (0.01f * player_var1))))); * victim.SetValue(0.0f); * victim.SetHpleak(true); * if ( player_var2 <= 0 ) * v26 = 0.0f; * else * victim.SetProbability(120.0f); * victim.SetTime(4000.0f); * victim.SetRatio((player_var2 * 0.1f)); * victim.SetBuffid(0); * victim.SetIncfatalhurt(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(); victim.SetProbability(((2 * skill_level + 5))); victim.SetValue(((skill_level * 0.1f + 1.0f) * player_var1)); victim.SetDirecthurt(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_var1 = player.GetVar1(); victim.SetProbability(120.0f); victim.SetTime(5000.0f); victim.SetBuffid(1); victim.SetValue(((20 * player_var1))); victim.SetSubanti(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_var1 = player.GetVar1(); victim.SetProbability(((player_var1 + 100))); victim.SetTime(3100.0f); victim.SetSilent(true); victim.SetProbability(-1.0f); victim.SetTime(3100.0f); victim.SetDiet(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(); victim.SetProbability(100.0f); victim.SetTime(10000.0f); victim.SetBuffid(1); victim.SetAmount(((4 * player_var1 * skill_level) * 0.01f * 5.0f)); 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_var1 = player.GetVar1(); victim.SetProbability(player_var1); victim.SetTime(2000.0f); victim.SetDizzy(true); victim.SetProbability(120.0f); victim.SetTime(20000.0f); victim.SetAmount(20.0f); victim.SetSeed(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); }
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_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 player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_var1 = player.GetVar1(); victim.SetProbability(120.0f); victim.SetTime(6000.0f); victim.SetRatio(player_var1); victim.SetAmount(1.0f); victim.SetCrazycurse(true); victim.SetProbability(600.0f); victim.SetTime(6000.0f); victim.SetRatio(0.1f); victim.SetBuffid(1); victim.SetWeak(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 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_var1 = player.GetVar1(); int player_var3 = player.GetVar3(); int player_var4 = player.GetVar4(); victim.SetProbability(((20 * player_var4 + player_var1))); victim.SetTime(5000.0f); victim.SetSilent(true); victim.SetProbability(120.0f); victim.SetTime(((1000 * player_var3))); victim.SetAssault2(true); victim.SetProbability(120.0f); victim.SetTime(20000.0f); victim.SetAmount(20.0f); victim.SetSeed(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_var1 = player.GetVar1(); int player_var11 = player.GetVar11(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); /* * if ( player_var11 == 23 ) * d = 100.0f; * else * victim.SetProbability(33.0f); * victim.SetTime(((4000 * skill_level + 10100))); * victim.SetBuffid(1); * victim.SetValue((((skill_level * skill_level) * skill_level + (5 * skill_t0 + (9 * skill_level))))); * victim.SetSubanti(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_var1 = player.GetVar1(); int player_var11 = player.GetVar11(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); /* * if ( player_var11 == 17 ) * d = 50.0f; * else * victim.SetProbability(30.0f); * victim.SetTime(((6000 * skill_level + 100))); * victim.SetBuffid(1); * victim.SetAmount((((-500 * skill_level) - 500 * skill_t0 + 5500))); * victim.SetValue(((300 * skill_level + 300))); * victim.SetSubmp(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_var1 = player.GetVar1(); int player_var2 = player.GetVar2(); /* * if ( player_var2 + player_var1 <= 900 ) * { * d = 900.0f; * } * else * { * d = (player_var2 + player_var1); * } * victim.SetProbability(d); * victim.SetTime(3000.0f); * victim.SetDizzy(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_var1 = player.GetVar1(); int player_var2 = player.GetVar2(); int player_var3 = player.GetVar3(); victim.SetProbability(120.0f); victim.SetTime(20000.0f); victim.SetAmount(99.0f); victim.SetValue(((player.GetBufflevel(4260) * player_var2))); victim.SetSubantidizzy2(true); victim.SetProbability(((10 * player_var3 + player_var1))); victim.SetTime(2000.0f); victim.SetDizzy(true); victim.SetProbability(120.0f); victim.SetTime(20000.0f); victim.SetAmount(10.0f); victim.SetSeed(true); return(true); }