public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(7200000.0f); victim.SetRatio(0.1f); victim.SetBuffid(2); victim.SetValue(((2 * skill_level))); victim.SetHupo(true); victim.SetProbability(100.0f); victim.SetTime(7200000.0f); victim.SetRatio(0.050000001f); victim.SetBuffid(2); victim.SetValue(((2 * skill_level))); victim.SetGuilin(true); victim.SetProbability(120.0f); victim.SetTime(7200000.0f); victim.SetRatio(0.0f); victim.SetBuffid(1); victim.SetAmount(0.0f); victim.SetValue(((36 * player_maxhp))); victim.SetHpgen(true); victim.SetProbability(120.0f); victim.SetTime(7200000.0f); victim.SetBuffid(1); victim.SetAmount(0.0f); victim.SetValue(((36 * player_maxmp))); victim.SetMpgen(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int player_maxmp = player.GetMaxmp(); victim.SetProbability(120.0f); victim.SetTime(5000.0f); victim.SetBuffid(1); victim.SetAmount(20000.0f); victim.SetValue((player_maxhp * 0.5f)); victim.SetSubhp(true); victim.SetProbability(120.0f); victim.SetTime(5000.0f); victim.SetBuffid(1); victim.SetAmount(5000.0f); victim.SetValue((player_maxmp * 0.5f)); victim.SetSubmp(true); victim.SetProbability(120.0f); victim.SetTime(5000.0f); victim.SetDiet(true); victim.SetProbability(120.0f); victim.SetTime(8000.0f); victim.SetBuffid(1); victim.SetValue(2000.0f); 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 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 bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); int skill_t2 = skill.GetT2(); int skill_t3 = skill.GetT3(); /* * victim.SetProbability(120.0f); * v16 = 1000 * skill_t0 + 10000; * if ( skill_t1 < skill_t2 ) * { * if ( skill_t2 < skill_t3 ) * v13 = (v16 + skill_t3); * else * t = ((v16 + skill_t2)); * } * else * { * if ( skill_t1 < skill_t3 ) * v14 = (v16 + skill_t3); * else * t = ((v16 + skill_t1)); * } * victim.SetTime(t); * victim.SetValue((player_maxhp * (skill_level * 0.05f))); * victim.SetBuxiu(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(10000.0f); victim.SetRatio(0.0f); victim.SetBuffid(0); victim.SetAmount((player_maxhp * (skill_level * 0.01f))); victim.SetValue(0.0f); victim.SetHpgen(true); victim.SetProbability(100.0f); victim.SetTime(60000.0f); victim.SetBuffid(1); victim.SetValue(300.0f); victim.SetAdddodge(true); victim.SetTime(60000.0f); victim.SetRatio(0.2f); victim.SetInccritrate(true); victim.SetProbability(100.0f); victim.SetTime(60000.0f); victim.SetRatio(0.1f); victim.SetBuffid(1); victim.SetIncdefence(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_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_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_maxmp = player.GetMaxmp(); victim.SetTime(16000.0f); victim.SetRatio(0.25f); victim.SetBuffid(1); victim.SetDecanti(true); victim.SetProbability(100.0f); victim.SetTime(16000.0f); victim.SetBuffid(1); victim.SetAmount(((player_maxhp + player_maxmp))); victim.SetValue(0.0f); victim.SetMpleak(true); victim.SetProbability(100.0f); victim.SetTime(16000.0f); victim.SetRatio(0.30000001f); victim.SetBuffid(1); victim.SetDeccritrate(true); victim.SetTime(3000.0f); victim.SetBuffid(0); victim.SetGloss(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_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_maxhp = player.GetMaxhp(); int player_res4 = player.GetRes4(); player.SetVar1(player_res4); skill.SetPlus((player_maxhp * 0.2f)); player.SetPerform(1); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); victim.SetProbability(120.0f); victim.SetValue((player_maxhp * 0.5f)); victim.SetDirecthurt(true); return(true); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); skill.SetRatio(0.0f); skill.SetPlus((player_maxhp * (skill_level * 0.01f))); player.SetDie(true); player.SetPerform(1); }
public override bool BlessMe(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); victim.SetProbability(100.0f); victim.SetRatio(0.0f); victim.SetValue((player_maxhp * 0.02f)); victim.SetHeal(true); return(true); }
public override bool BlessMe(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); victim.SetProbability(((2 * skill_level))); victim.SetRatio(0.0f); victim.SetValue(((skill_level * (skill_level * 0.01f) + 0.25f) * player_maxhp)); victim.SetHeal(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); victim.SetTime(((900000 * skill_level))); victim.SetRatio(0.1f); victim.SetAmount(((10 * player_maxhp))); victim.SetMagicshield(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetRatio(0.0f); victim.SetValue(((skill_level + 3) * (player_maxhp * 0.01f))); victim.SetHeal(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); victim.SetTime(((5000 * skill_level))); victim.SetRatio(1.0f); victim.SetAmount(player_maxhp); victim.SetDechurt(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); victim.SetProbability(100.0f); victim.SetTime(4000.0f); victim.SetBuffid(1); victim.SetAmount((player_maxhp * 0.6f)); 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_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(180000.0f); victim.SetBuffid(8); victim.SetAmount(((skill_level * player_maxhp))); 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_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(((1000 * skill_level + 3000))); victim.SetBuffid(0); victim.SetAmount(0.0f); victim.SetValue(((skill_level * 0.02f + 0.03f) * player_maxhp)); victim.SetSubhp(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); /* * if ( player.GetTmplid() == 53935 ) * d = 100.0f; * else * victim.SetProbability(0.0f); * victim.SetValue(((player_maxhp + 1))); * victim.SetDirecthurt(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); victim.SetProbability(120.0f); victim.SetTime(((4000 * skill_level))); victim.SetRatio(0.0f); victim.SetBuffid(1); victim.SetAmount(100.0f); victim.SetValue((player_maxhp * ((2 * skill_level) * 0.3f))); victim.SetHpgen(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); victim.SetProbability(120.0f); victim.SetTime(300000.0f); victim.SetBuffid(1); victim.SetAmount((player_maxhp * (skill_level * 0.5f))); victim.SetValue((player_maxmp * (skill_level * 0.5f))); victim.SetSpicy(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); /* * if ( player.GetTmplid() <= 58413 || (v3 = player, GNET::PlayerWrapper::GetTmplid(v3) > 58418) ) ||d = 0.0f; ||else ||victim.SetProbability(100.0f); ||victim.SetValue((player_maxhp * 0.02f)); ||victim.SetDirecthurt(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); victim.SetProbability(120.0f); victim.SetRatio(4101.0f); victim.SetAmount(4101.0f); victim.SetValue(4101.0f); victim.SetDispel(true); victim.SetTime(3000.0f); victim.SetRatio((skill_level * 0.01f)); victim.SetAmount(((10 * player_maxhp))); victim.SetMagicshield(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(((900000 * skill_level))); victim.SetRatio(0.25f); victim.SetBuffid(0); victim.SetIncattack(true); victim.SetTime(((900000 * skill_level))); victim.SetRatio(0.15000001f); victim.SetAmount(((20 * player_maxhp))); victim.SetMagicshield(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); victim.SetProbability(350.0f); victim.SetTime(60000.0f); victim.SetRatio(0.1f); victim.SetBuffid(zrand(7)); victim.SetWeak(true); victim.SetProbability(100.0f); victim.SetTime(60000.0f); victim.SetBuffid(zrand(7)); victim.SetAmount(player_maxhp); 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_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); victim.SetProbability(120.0f); victim.SetTime(100.0f); victim.SetBuffid(1); victim.SetAmount((skill_level * (player_maxhp * 0.2f))); victim.SetValue(10.0f); victim.SetHpleak1(true); victim.SetProbability(600.0f); victim.SetTime(20000.0f); victim.SetRatio(0.5f); victim.SetBuffid(3); victim.SetSlow(true); return(true); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_maxhp = player.GetMaxhp(); int player_maxmp = player.GetMaxmp(); int player_dodge = player.GetDodge(); /* * player.SetVar3(player_dodge); * player.SetVar1(player_maxhp); * if ( player_maxmp > 4 ) * { * v = 0; * } * else * { * v = player_maxmp; * } * player.SetVar2(v); * player.SetPerform(1); */ }