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_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 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 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_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_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_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_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_var11 = player.GetVar11(); int skill_level = skill.GetLevel(); /* * if ( player_var11 == 14 ) * { * v10 = (skill_level * skill_level + 10); * } * else * { * v10 = (skill_level * skill_level + 5); * } * victim.SetProbability(v10); * victim.SetAmount(2.0f); * victim.SetClearbuff(true); */ return(true); }