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 void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_res1 = player.GetRes1(); int player_res3 = player.GetRes3(); player.SetVar1(player_res1); player.SetVar2(player_res3); skill.SetSkillaccu(100); player.SetPerform(1); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_res3 = player.GetRes3(); float skill_tianhua1 = skill.GetTianhua1(); victim.SetProbability(((player_res3 + 10))); victim.SetTime((skill_tianhua1 * 5000.0f)); victim.SetWrap(true); return(true); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_res2 = player.GetRes2(); int player_res3 = player.GetRes3(); int player_res4 = player.GetRes4(); int player_res5 = player.GetRes5(); player.SetVar1(player_res2); player.SetVar2(player_res3); player.SetVar3(player_res4); player.SetVar4(player_res5); player.SetPerform(1); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_maxmp = player.GetMaxmp(); int player_maxatk = player.GetMaxatk(); int player_def = player.GetDef(); int player_skillrate = player.GetSkillrate(); int player_res3 = player.GetRes3(); player.SetVar3(player_skillrate); player.SetVar1(player_maxatk); player.SetVar2(player_maxmp); player.SetVar3(player_res3); player.SetVar4(player_def); player.SetPerform(1); }
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_res1 = player.GetRes1(); int player_res3 = player.GetRes3(); int player_res4 = player.GetRes4(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); victim.SetProbability(((player_res1 / 100 + (5 * (skill_t0 + skill_level)) + 20))); victim.SetCleardizzy(true); victim.SetProbability(((player_res4 / 100 + (5 * (skill_t0 + skill_level)) + 20))); victim.SetClearsilent(true); victim.SetProbability(((player_res3 / 100 + (5 * (skill_t0 + skill_level)) + 20))); victim.SetClearwrap(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_res3 = player.GetRes3(); int skill_level = skill.GetLevel(); /* * if ( zrand(100) > 9 ) * { * d = 0.0f; * } * else * { * d = (player_res3 + 100); * } * victim.SetProbability(d); * victim.SetTime(((5000 * skill_level))); * victim.SetWrap(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_res3 = player.GetRes3(); int player_res4 = player.GetRes4(); int player_res5 = player.GetRes5(); int skill_level = skill.GetLevel(); /* * victim.SetProbability(120.0f); * victim.SetRatio(4524.0f); * victim.SetAmount(4514.0f); * victim.SetValue(4494.0f); * victim.SetDispel(true); * if ( skill_level / 100 <= 1 ) * t = 0.0f; * else * victim.SetTime(5000.0f); * victim.SetBuffid(4); * if ( skill_level / 100 <= 1 ) * { * d = 0.0f; * } * else * { * d = (skill_level - 100 * (skill_level / 100)) * (player_res3 * 0.02f); * } * victim.SetValue(d); * victim.SetAddantiwrap(true); * if ( skill_level / 100 <= 2 ) * v32 = 0.0f; * else * victim.SetTime(5000.0f); * victim.SetBuffid(4); * if ( skill_level / 100 <= 2 ) * { * v31 = 0.0f; * } * else * { * v31 = (skill_level - 100 * (skill_level / 100)) * (player_res4 * 0.02f); * } * victim.SetValue(v31); * victim.SetAddantisilent(true); * if ( skill_level / 100 <= 3 ) * v30 = 0.0f; * else * victim.SetTime(5000.0f); * victim.SetBuffid(4); * if ( skill_level / 100 <= 3 ) * { * v29 = 0.0f; * } * else * { * v29 = (skill_level - 100 * (skill_level / 100)) * (player_res5 * 0.02f); * } * victim.SetValue(v29); * victim.SetAddantisleep(true); */ return(true); }