public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetTime(900000.0f); victim.SetBuffid(4); victim.SetValue(skill_level); victim.SetAddantiwrap(true); return(true); }
public override bool BlessMe(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); victim.SetProbability(100.0f); victim.SetTime(100.0f); victim.SetRatio(1.0f); victim.SetBuffid(2); victim.SetValue(4435.0f); victim.SetDelaycast(true); victim.SetTime(10000.0f); victim.SetBuffid(1); victim.SetValue(2500.0f); victim.SetAddantiwrap(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(400.0f); victim.SetTime(((2000 * skill_level))); victim.SetRatio(0.2f); victim.SetBuffid(0); victim.SetWeak(true); victim.SetTime(((2000 * skill_level))); victim.SetBuffid(0); victim.SetValue(400.0f); victim.SetSubantisleep(true); victim.SetTime(((2000 * skill_level))); victim.SetBuffid(0); victim.SetValue(400.0f); victim.SetAddantiwrap(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetTime(15000.0f); victim.SetBuffid(1); victim.SetValue(((100 * skill_level))); victim.SetAddantidizzy(true); victim.SetTime(15000.0f); victim.SetBuffid(1); victim.SetValue(((100 * skill_level))); victim.SetAddantisleep(true); victim.SetTime(15000.0f); victim.SetBuffid(1); victim.SetValue(((100 * skill_level))); victim.SetAddantiwrap(true); victim.SetTime(15000.0f); victim.SetBuffid(1); victim.SetValue(((100 * skill_level))); victim.SetAddantislow(true); return(true); }