public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_level = player.GetLevel(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); victim.SetProbability(((2 * player_level + 50))); victim.SetTime(((88000 * D2INT((zrand(3 * skill_level + 100)) / 100) + 2000))); victim.SetValue(0.0f); victim.SetSleep(true); victim.SetProbability(3.0f); victim.SetTime(90000.0f); victim.SetBuffid(1); victim.SetAmount(((90000 * skill_level))); victim.SetValue(player_maxmp); victim.SetMpleak(true); victim.SetProbability(3.0f); victim.SetTime(90000.0f); victim.SetRatio((skill_level * 0.3f)); victim.SetBuffid(1); victim.SetDecdefence(true); victim.SetProbability(3.0f); victim.SetTime(90000.0f); victim.SetRatio((skill_level * 0.3f)); victim.SetBuffid(1); victim.SetDecaccuracy(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_level = player.GetLevel(); int player_maxhp = player.GetMaxhp(); victim.SetProbability(100.0f); victim.SetTime(100.0f); victim.SetBuffid(1); victim.SetAmount((player_maxhp * 0.25f)); victim.SetValue(0.0f); victim.SetHpleak(true); victim.SetProbability(100.0f); victim.SetTime(16000.0f); victim.SetBuffid(1); victim.SetValue(((2 * player_level))); victim.SetSubdefence(true); victim.SetProbability(100.0f); victim.SetTime(16000.0f); victim.SetBuffid(1); victim.SetValue(((2 * player_level))); victim.SetSubattack(true); victim.SetTime(3000.0f); victim.SetBuffid(0); victim.SetGloss(true); return(true); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); skill.SetRatio((D2INT(player_level / (12 - skill_level)) * 0.01f + (skill_level * 0.01f + 1.0f))); skill.SetPlus(((10 * skill_level))); player.SetPerform(1); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); skill.SetPlus((((20 * skill_level + 50) * norm(30 / player_level) + (5 * (skill_level * skill_t0 + skill_level)) + 40))); player.SetPerform(1); }
public override bool TakeEffect(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); player.SetPasadddefence((skill_level * (player_level * 0.15f))); player.SetPasadddodge(((2 * skill_t0 * skill_level))); return(true); }
public override bool TakeEffect(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); player.SetPasaddattack((skill_level * (player_level * 0.2f))); player.SetPasaddaccuracy(((3 * skill_level * skill_t0))); return(true); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_level = player.GetLevel(); int player_def = player.GetDef(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); skill.SetRatio((D2INT(player_level / (9 - skill_level)) * 0.01f + (skill_level * 0.06f + (skill_t0 * 0.1f + 1.0f)))); skill.SetPlus((player_def * (skill_t1 * 0.03f) + ((215 * skill_level)))); player.SetPerform(1); }
public override bool TakeEffect(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); player.SetPasaddhp((player_level * (skill_level * 0.95f))); player.SetPasaddmp(((skill_t0 * 0.3f + 1.0f) * (player_level * (skill_level * 0.95f)))); player.SetPasinccrit((skill_level * (skill_t1 * 0.002f) + 0.0001f)); return(true); }
public override bool TakeEffect(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); player.SetPasaddattack(skill_level * (player_level * 0.1f)); player.SetPasincattack((skill_level / 2) * (skill_t0 * 0.01f)); player.SetPasadddefence(skill_level * skill_t1); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); victim.SetProbability(((1.0f - player_level * 0.002f) * ((2 * skill_t0 + (5 * skill_level) + 35)))); victim.SetTime(((4000 * skill_level + 4100))); victim.SetBarehanded(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(((3000 * norm(skill_level / 30) + 5300))); victim.SetBuffid(7); victim.SetValue(((norm((skill_level / 60)) + 1) * (player_level * (skill_level * 0.01f) + 1.0f))); victim.SetSubattack(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(((5000 * skill_level))); victim.SetBuffid(1); victim.SetValue(((player_level * skill_level))); victim.SetSubdefence(true); return(true); }
public override bool BlessMe(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(4500.0f); victim.SetBuffid(1); victim.SetValue(((skill_level * player_level))); victim.SetAddattack(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(100.0f); victim.SetBuffid(0); victim.SetAmount((((player_level * (skill_level * skill_level + (5 * skill_level))) * norm(((5 * skill_level + 125) / player_level))))); 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 skill_level = skill.GetLevel(); victim.SetProbability(((4 * skill_level + 20))); victim.SetTime(((3000 * skill_level + 10000))); victim.SetRatio(1.0f); victim.SetAmount(10.0f); victim.SetValue(((player_level * skill_level))); victim.SetFrenzied(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); victim.SetProbability(1000.0f); victim.SetTime(1800000.0f); victim.SetRatio((skill_level * 0.01f)); victim.SetBuffid(1); victim.SetAmount((skill_level * (player_level * 0.5f))); victim.SetValue((skill_level * (player_level * 0.5f))); victim.SetDrunk(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetRatio(0.0f); victim.SetValue(((2 * skill_level * player_level + 200))); victim.SetHeal(true); victim.SetTime(2000.0f); victim.SetBuffid(0); victim.SetGloss(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); victim.SetProbability(((1.0f - player_level * 0.002f) * 100.0f)); victim.SetTime(100.0f); victim.SetBuffid(0); victim.SetAmount(((250 * skill_t0 + (zrand(100 * skill_level * skill_level + (250 * skill_level))) + 1))); 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 skill_level = skill.GetLevel(); /* * victim.SetProbability(120.0f); * victim.SetTime(3600000.0f); * victim.SetBuffid(3); * victim.SetValue((player_level + 50.0f)); * victim.SetAddattack(true); * if ( skill_level == 1 ) * v35 = 30.0f; * else * victim.SetProbability(99.0f); * victim.SetRatio(0.0f); * if ( skill_level == 1 ) * v34 = 1.0f; * else * victim.SetAmount(((zrand(2) + 1))); * victim.SetValue(32934.0f); * victim.SetCreateitem(true); * if ( skill_level == 1 ) * v33 = 120.0f; * else * victim.SetProbability(0.0f); * victim.SetTime(3600000.0f); * victim.SetRatio(0.0f); * victim.SetBuffid(3); * victim.SetAmount(0.0f); * victim.SetValue(((player_level * 0.2f + 5.0f) * 1800.0f)); * victim.SetHpgen(true); * if ( skill_level == 2 ) * v32 = 120.0f; * else * victim.SetProbability(0.0f); * victim.SetTime(3600000.0f); * victim.SetBuffid(3); * victim.SetAmount(0.0f); * victim.SetValue(((player_level * 0.2f + 5.0f) * 1800.0f)); * victim.SetMpgen(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_level = player.GetLevel(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); victim.SetProbability(((1.0f - player_level * 0.002f) * ((skill_level * skill_level + (3 * skill_level))))); victim.SetRatio(1.0f); victim.SetDrainmagic(true); victim.SetProbability(((1.0f - player_level * 0.002f) * 100.0f)); victim.SetTime(33000.0f); victim.SetBuffid(5); victim.SetAmount((player_maxmp * (skill_level * (skill_level * 0.02f)) * 16.0f)); victim.SetValue(0.0f); victim.SetMpleak(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_level = player.GetLevel(); int skill_level = skill.GetLevel(); victim.SetProbability(10.0f); victim.SetTime(300000.0f); victim.SetRatio((skill_level * 0.2f)); victim.SetBuffid(2); victim.SetAmount(((30 * skill_level))); victim.SetValue(((5 * player_level))); victim.SetDrunk(true); victim.SetProbability(-1.0f); victim.SetTime(5000.0f); victim.SetValue(0.0f); victim.SetSleep(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 skill_level = skill.GetLevel(); /* * if ( player.GetHasmultbuff(5) == 1 ) * d = 100.0f; * else * victim.SetProbability(0.0f); * victim.SetTime(4100.0f); * victim.SetBuffid(1); * victim.SetAmount(((10 * skill_level * player_level))); * 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(); /* * if ( zrand(100) <= 10 ) * { * d = (24 * ((norm((player_level + 0.05f) / 160.0f)) - norm((player_level + 0.05f) / 161.0f))); * } * else * { * d = (8 * ((norm((player_level + 0.05f) / 160.0f)) - norm((player_level + 0.05f) / 161.0f))); * } * victim.SetRatio(d); * victim.SetAmount(0.0f); * victim.SetValue((((norm((player_level + 0.05f) / 160.0f)) - norm((player_level + 0.05f) / 161.0f)))); * victim.SetSecondattack(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); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_level = player.GetLevel(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); float pp; float p = 0.002f * player_maxmp; if (player.GetSkilllevel(4011) >= skill_level) { pp = skill_level * p; } else { pp = player.GetSkilllevel(4011) * p; } skill.SetPlus((((20 * skill_level + 50) * norm(30 / player_level)) + (5 * skill_level + 10) + pp)); player.SetPerform(1); /**/ } } public GSkill3997Stub() : base(3997) { occupation = 56; maxlevel = 8; maxlearn = 6; eventflag = 0; spcost = 1; reborncount = 0; type = 1; timetype = 0; targettype = 0; rangetype = 0; doenchant = false; dobless = false; autoattack = true; allowform = 0; credittype = 0; clearmask = 0; skill_limit = 0; skillelemsnum = 0; skillelemsfactor = 0.000000f; serialskill = 0; charge = 0; chargedist = 0.000000f; succeedskillcolor = 1; succeedskillcolornum = 1; comboskill = 0; need_item = false; item1_id = -1; item1_num = 0; item2_id = -1; item2_num = 0; item_relation = 0; weapon_limit = 9; SetAction(0, "ÐùÔ¯_·Éµ¯"); SetAction(1, "0"); SetAction(2, "0"); SetAction(3, "0"); SetAction(4, "0"); SetAction(5, "0"); SetAction(6, "0"); SetAction(7, "0"); SetAction(8, "0"); SetAction(9, "ÐùÔ¯_·Éµ¯"); SetAction(10, "0"); SetAction(11, "0"); SetAction(12, "0"); SetAction(13, ""); SetAction(14, ""); SetAction(15, ""); SetAction(16, ""); SetAction(17, ""); SetAction(18, "ÐùÔ¯_Æï³Ë_·Éµ¯"); SetAction(19, "0"); SetAction(20, "0"); SetAction(21, "0"); SetAction(22, "0"); SetAction(23, "0"); SetAction(24, "0"); SetAction(25, "0"); SetAction(26, "0"); SetAction(27, "ÐùÔ¯_Æï³Ë_·Éµ¯"); SetAction(28, "0"); SetAction(29, "0"); SetAction(30, "0"); name = "¾»Äù¡¤Ë·ÐÇ"; nativename = "¾»Äù¡¤Ë·ÐÇ"; icon = "¾»Äù¡¤Ë·ÐÇ.dds"; SetTalent(0, 4149); SetTalent(1, 0); SetTalent(2, 0); SetTalent(3, 0); SetTalent(4, 0); SetTalent(5, 0); SetTalent(6, 0); SetTalent(7, 0); talent_size = 1; talent_type = 0; use_proficiency = false; inc_proficiency = 0; preskillnum = 0; cycle = false; cyclemode = 0; cyclegfx = ""; skill_class = 11; guide = false; summon_id = -1; trigger = false; conbutton_sub = false; isBabySkill = false; castInPreSkill = false; preCastSkillId = -1; darkLightType = 0; followskill = 0; targetcnt = 0; excludemonstercnt = 0; AddState(new GState1()); AddState(new GState2()); } public override int GetExecutetime(GSkill skill) { return(1075); } public override int GetCooldowntime(GSkill skill) { return(200); } public override int GetEnmity(GSkill skill) { return(1); } public override int GetRequiredLevel(int level) { int[] array = { 1, 3, 5, 7, 9, 11 }; return(array[level - 1]); } public override float GetPraydistance(GSkill skill) { int skill_t0 = skill.GetT0(); return(2 * skill_t0 + 17); } public override float GetCastdistance(GSkill skill) { int skill_t0 = skill.GetT0(); return(2 * skill_t0 + 15); } public override float GetEffectdistance(GSkill skill) { int skill_t0 = skill.GetT0(); return(2 * skill_t0 + 20); } public override float GetMpcost(GSkill skill) { return(10.000000f); } } public class GSkill3997 : GSkill { public GSkill3997() : base(3997) { } } public class GSkill3998Stub : GSkillStub { public class GState1 : GState { public override int GetTime(GSkill skill) { return(425); } public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); player.SetPray(1); } public override bool Cancel(GSkill skill) { return(true); } } public class GState2 : GState { public override int GetTime(GSkill skill) { return(450); } public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_mp = player.GetMp(); int player_maxmp = player.GetMaxmp(); int player_var1 = player.GetVar1(); /* * if ( player_mp >= player_maxmp / 10 ) * { * v = player_maxmp / 10; * } * else * { * v = player_mp; * } * player.SetVar1(v); * player.SetMp(((player_mp - player_var1))); * player.SetPerform(1); */ }