Esempio n. 1
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper player       = skill.GetPlayer();
            GPlayerWrapper victim       = skill.GetVictim();
            int            player_var1  = player.GetVar1();
            int            player_var11 = player.GetVar11();
            int            skill_level  = skill.GetLevel();

            /*
             * if ( player_var11 == 37 )
             * d = 25.0f;
             * else
             * victim.SetProbability(20.0f);
             * victim.SetTime(((1000 * skill_level + 5100)));
             * victim.SetBuffid(3);
             * victim.SetValue((skill_level * 0.5f + 2.0f));
             * victim.SetAddspeed(true);
             * victim.SetRatio(393.0f);
             * victim.SetAmount(394.0f);
             * victim.SetValue(395.0f);
             * victim.SetClearcooldown(true);
             * victim.SetRatio(396.0f);
             * victim.SetAmount(1104.0f);
             * victim.SetValue(1853.0f);
             * victim.SetClearcooldown(true);
             * victim.SetProbability(100.0f);
             * victim.SetTime(100.0f);
             * victim.SetRatio(1.0f);
             * victim.SetBuffid(1);
             * victim.SetValue(4541.0f);
             * victim.SetDelaycast(true);
             */
            return(true);
        }
Esempio n. 2
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. 3
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper player       = skill.GetPlayer();
            GPlayerWrapper victim       = skill.GetVictim();
            int            player_var1  = player.GetVar1();
            int            player_var11 = player.GetVar11();
            int            player_var16 = player.GetVar16();
            int            skill_level  = skill.GetLevel();

            /*
             * victim.SetProbability(120.0f);
             * victim.SetTime(9000.0f);
             * if ( player_var11 == 68 )
             * {
             * d = (10 * player_var16 + skill_level + 1);
             * }
             * else
             * {
             * d = (10 * player_var16 + skill_level);
             * }
             * victim.SetRatio(d);
             * victim.SetBuffid(1);
             * victim.SetValue(3336.0f);
             * victim.SetDelaycast(true);
             */
            return(true);
        }
Esempio n. 4
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper player       = skill.GetPlayer();
            GPlayerWrapper victim       = skill.GetVictim();
            int            player_var1  = player.GetVar1();
            int            player_var11 = player.GetVar11();
            int            skill_level  = skill.GetLevel();

            /*
             * victim.SetTime((((2000 * skill_level + 10000) * norm(zrand(100) / (80 - 8 * skill_level)))));
             * victim.SetRatio((skill_level * 0.01f));
             * victim.SetBuffid(1);
             * victim.SetDecanti(true);
             * if ( player_var11 == 100 )
             * v18 = (8 * skill_level + 20);
             * else
             * victim.SetProbability(((4 * skill_level + 10)));
             * if ( skill_level == 5 )
             * v17 = 3.0f;
             * else
             * victim.SetAmount(1.0f);
             * victim.SetClearbuff(true);
             */
            return(true);
        }
Esempio n. 5
0
        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);
        }
Esempio n. 6
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 == 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_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);
        }
Esempio n. 8
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper player       = skill.GetPlayer();
            GPlayerWrapper victim       = skill.GetVictim();
            int            player_var1  = player.GetVar1();
            int            player_var11 = player.GetVar11();
            int            skill_level  = skill.GetLevel();
            int            skill_t0     = skill.GetT0();

            /*
             * if ( player_var11 == 23 )
             * d = 100.0f;
             * else
             * victim.SetProbability(33.0f);
             * victim.SetTime(((4000 * skill_level + 10100)));
             * victim.SetBuffid(1);
             * victim.SetValue((((skill_level * skill_level) * skill_level + (5 * skill_t0 + (9 * skill_level)))));
             * victim.SetSubanti(true);
             */
            return(true);
        }
Esempio n. 9
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper player       = skill.GetPlayer();
            GPlayerWrapper victim       = skill.GetVictim();
            int            player_var1  = player.GetVar1();
            int            player_var11 = player.GetVar11();
            int            skill_level  = skill.GetLevel();
            int            skill_t0     = skill.GetT0();

            /*
             * if ( player_var11 == 17 )
             * d = 50.0f;
             * else
             * victim.SetProbability(30.0f);
             * victim.SetTime(((6000 * skill_level + 100)));
             * victim.SetBuffid(1);
             * victim.SetAmount((((-500 * skill_level) - 500 * skill_t0 + 5500)));
             * victim.SetValue(((300 * skill_level + 300)));
             * victim.SetSubmp(true);
             */
            return(true);
        }
Esempio n. 10
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper player       = skill.GetPlayer();
            GPlayerWrapper victim       = skill.GetVictim();
            int            player_var1  = player.GetVar1();
            int            player_var11 = player.GetVar11();
            int            skill_level  = skill.GetLevel();

            /*
             * if ( player_var11 == 14 )
             * {
             * v10 = (skill_level * skill_level + 10);
             * }
             * else
             * {
             * v10 = (skill_level * skill_level + 5);
             * }
             * victim.SetProbability(v10);
             * victim.SetAmount(2.0f);
             * victim.SetClearbuff(true);
             */
            return(true);
        }