Esempio n. 1
0
        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);
        }
Esempio n. 2
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            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);
            }
Esempio n. 3
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        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);
        }
Esempio n. 4
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            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);
            }
Esempio n. 5
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            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);
            }
Esempio n. 6
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        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);
        }
Esempio n. 7
0
        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);
        }
Esempio n. 8
0
        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);
        }
Esempio n. 9
0
        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);
        }