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); }
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); }
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); }
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); }
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); }