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_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 void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_hp = player.GetHp(); player.SetVar1(player_hp); player.SetPerform(1); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_hp = player.GetHp(); int skill_level = skill.GetLevel(); skill.SetPlus((player_hp * (skill_level * 0.02f))); player.SetPerform(0); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_hp = player.GetHp(); victim.SetProbability(100.0f); victim.SetValue(((zrand(10) * 0.01f + 0.95f) * player_hp)); victim.SetDirecthurt(true); return(true); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_hp = player.GetHp(); int player_dodge = player.GetDodge(); skill.SetRatio(0.0f); skill.SetPlus((player_hp * (player_dodge * 0.05f + 0.05f))); player.SetDie(true); player.SetPerform(1); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_hp = player.GetHp(); int player_mp = player.GetMp(); int skill_level = skill.GetLevel(); skill.SetRatio(1.0f); skill.SetPlus(((player_mp + player_hp) * (skill_level * 0.15f))); player.SetMp(0.0f); player.SetHp(1.0f); player.SetPerform(1); }
public override bool BlessMe(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_hp = player.GetHp(); int skill_level = skill.GetLevel(); victim.SetProbability(120.0f); victim.SetRatio(0.0f); victim.SetValue((player_hp * (skill_level * 0.01f))); victim.SetHeal(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_hp = player.GetHp(); int player_mp = player.GetMp(); int skill_level = skill.GetLevel(); victim.SetProbability(((6 * skill_level))); victim.SetTime(12000.0f); victim.SetBuffid(1); victim.SetValue(((((player_mp + player_hp) * skill_level) / (101 - skill_level * skill_level)))); victim.SetSubattack(true); return(true); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_hp = player.GetHp(); int skill_level = skill.GetLevel(); float hp; if ((player_hp - 60 * skill_level) - 40 * skill_level * skill_level - 30 <= 0) { hp = 1.0f; } else { hp = ((player_hp - 60 * skill_level) - 40 * skill_level * skill_level - 30); } player.SetHp(hp); player.SetPerform(1); }
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_hp = player.GetHp(); int skill_level = skill.GetLevel(); victim.SetProbability(((4 * skill_level + 5))); victim.SetTime(((1000 * skill_level))); victim.SetRatio((skill_level * 0.06f)); victim.SetBuffid(1); victim.SetSlow(true); victim.SetProbability(-1.0f); victim.SetTime(2100.0f); victim.SetBuffid(1); victim.SetAmount((player_hp * (skill_level * 0.03f + 0.05f))); 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_level = player.GetLevel(); int player_hp = player.GetHp(); /* * if ( player_level == 6 ) * d = 120.0f; * else * victim.SetProbability(0.0f); * victim.SetTime(20.0f); * victim.SetBuffid(0); * victim.SetAmount((player_hp * 0.33f)); * 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_level = player.GetLevel(); int player_hp = player.GetHp(); int player_maxhp = player.GetMaxhp(); int player_mp = player.GetMp(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); victim.SetTime(((5000 * skill_level + 15000))); victim.SetRatio((skill_level * 0.15f + 0.35f)); victim.SetAmount(4.0f); victim.SetValue(((2 * skill_level + 8))); victim.SetFocusanti(true); victim.SetProbability(100.0f); victim.SetTime(((5000 * skill_level))); victim.SetBuffid(0); victim.SetValue(((player_level * 0.002f + (skill_level * 0.05f)) * ((((player_maxmp + player_maxhp) - player_hp) - player_mp)) + 1.0f)); victim.SetAdddefence(true); return(true); }