예제 #1
0
            public override void Calculate(GSkill skill)
            {
                GPlayerWrapper player        = skill.GetPlayer();
                int            player_maxmp  = player.GetMaxmp();
                int            player_maxatk = player.GetMaxatk();
                int            player_dodge  = player.GetDodge();

                player.SetVar1((int)(player_dodge * player_maxatk / 10 + (player_dodge * player_maxmp / 50)));
                player.SetPerform(1);
            }
예제 #2
0
파일: Skill6020.cs 프로젝트: amusegame/sdk
            public override void Calculate(GSkill skill)
            {
                GPlayerWrapper player           = skill.GetPlayer();
                int            player_damagemin = player.GetMinatk();
                int            player_damagemax = player.GetMaxatk();
                int            player_damage    = (player_damagemax - player_damagemin) / 2;
                int            skill_level      = skill.GetLevel();

                skill.SetPlus((skill_level + 5) / 100.0f * player_damage + (36 * skill_level + 188));
                player.SetPerform(1);
            }
예제 #3
0
            public override void Calculate(GSkill skill)
            {
                GPlayerWrapper player        = skill.GetPlayer();
                int            player_maxatk = player.GetMaxatk();
                int            skill_level   = skill.GetLevel();
                int            skill_t0      = skill.GetT0();

                player.SetVar1(player_maxatk);
                skill.SetRatio((skill_t0 * 0.04f + ((4 * (skill_level + ((2 * skill_level - 30) * (skill_level / 15)))) * 0.01f + 1.0f)));
                skill.SetPlus(((3 * skill_level * skill_level + (21 * skill_level) + 375)));
                player.SetPerform(0);
            }
예제 #4
0
파일: Skill4210.cs 프로젝트: yi-zhu/gnp
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper player        = skill.GetPlayer();
            GPlayerWrapper victim        = skill.GetVictim();
            int            player_maxatk = player.GetMaxatk();
            int            skill_level   = skill.GetLevel();

            victim.SetProbability(((5 * skill_level + 3)));
            victim.SetTime(2000.0f);
            victim.SetBuffid(1);
            victim.SetAmount((((2 * skill_level + 2) * player_maxatk) * 0.01f));
            victim.SetValue(1.0f);
            victim.SetMpgen(true);
            return(true);
        }
예제 #5
0
            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);
            }
예제 #6
0
            public override void Calculate(GSkill skill)
            {
                GPlayerWrapper player        = skill.GetPlayer();
                int            player_maxatk = player.GetMaxatk();
                int            skill_level   = skill.GetLevel();
                int            skill_t0      = skill.GetT0();

                /*
                 * player.SetVar1(player_maxatk);
                 * if ( zrand(100) >= 5 * (skill_level / 2) + 1 )
                 *  skill.SetSkillaccu(0);
                 * else
                 *  skill.SetSkillaccu(300);
                 * skill.SetRatio((skill_t0 * 0.04f + ((4 * (skill_level + ((2 * skill_level - 30) * (skill_level / 15)))) * 0.01f + 1.0f)));
                 * skill.SetPlus(((3 * skill_level * skill_level + (21 * skill_level) + 375)));
                 * player.SetPerform(0);
                 */
            }