Esempio n. 1
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper player      = skill.GetPlayer();
            GPlayerWrapper victim      = skill.GetVictim();
            int            player_res2 = player.GetRes2();
            int            player_var7 = player.GetVar7();
            int            skill_level = skill.GetLevel();

            /*
             * if ( zrand(100) >= 7 * skill_level )
             * {
             * v14 = player_var7;
             * }
             * else
             * {
             * v14 = (player_res2 + 99);
             * }
             * victim.SetProbability(v14);
             * victim.SetTime(((1000 * skill_level + 5000)));
             * victim.SetRatio(((3 * skill_level) * 0.01f));
             * victim.SetBuffid(1);
             * victim.SetWeak(true);
             */
            return(true);
        }
Esempio n. 2
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper player      = skill.GetPlayer();
            GPlayerWrapper victim      = skill.GetVictim();
            int            player_var7 = player.GetVar7();
            int            skill_level = skill.GetLevel();

            victim.SetProbability(player_var7);
            victim.SetTime(((2000 * skill_level + 8000)));
            victim.SetRatio(((5 * skill_level + 5) * 0.01f));
            victim.SetBuffid(1);
            victim.SetWeak(true);
            return(true);
        }
Esempio n. 3
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper player      = skill.GetPlayer();
            GPlayerWrapper victim      = skill.GetVictim();
            int            player_var7 = player.GetVar7();
            int            skill_level = skill.GetLevel();

            victim.SetProbability(((8 * skill_level + player_var7)));
            victim.SetTime(9000.0f);
            victim.SetRatio(0.25f);
            victim.SetBuffid(1);
            victim.SetWeak(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_var6  = player.GetVar6();
            int            player_var7  = player.GetVar7();
            int            player_var8  = player.GetVar8();
            int            player_var9  = player.GetVar9();
            int            player_var10 = player.GetVar10();
            int            skill_level  = skill.GetLevel();

            victim.SetProbability((((player_var10 + (player_var9 + (player_var8 + (player_var7 + player_var6)))) / 5)));
            victim.SetTime(((1000 * skill_level + 6000)));
            victim.SetSilent(true);
            return(true);
        }
Esempio n. 5
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper player      = skill.GetPlayer();
            GPlayerWrapper victim      = skill.GetVictim();
            int            player_var7 = player.GetVar7();
            int            skill_level = skill.GetLevel();

            /*
             * v16 = 5 * skill_level * skill_level + player_var7;
             * if ( skill_level <= 3 )
             * {
             * if ( v16 > 259 )
             * {
             * LABEL_9:
             * d = (5 * skill_level * skill_level + player_var7);
             * goto LABEL_10;
             * }
             * }
             * else if ( 50 * skill_level + 110 <= v16 )
             * {
             * goto LABEL_9;
             * }
             * if ( skill_level <= 3 )
             * v15 = 260.0f;
             * else
             * d = ((50 * skill_level + 110));
             * LABEL_10:
             * victim.SetProbability(d);
             * if ( skill_level <= 3 )
             * t = 12000.0f;
             * else
             * victim.SetTime(((10000 * skill_level - 18000)));
             * victim.SetRatio(0.60000002f);
             * victim.SetBuffid(1);
             * victim.SetWeak(true);
             */
            return(true);
        }