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_var3 = player.GetVar3(); int skill_level = skill.GetLevel(); victim.SetProbability(((10 * (skill_level - 10 * (skill_level / 10)) + player_var3))); victim.SetTime((((skill_level - 10 * (skill_level / 10)) * 0.5f + 1.0f) * 1000.0f)); 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_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_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_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_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); }
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); }