public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); /* * v18 = 3 * skill_level + 20; * if ( skill_level == 5 ) * v17 = (v18 + 5); * else * victim.SetProbability(v18); * if ( skill_level == 5 ) * v16 = 2.0f; * else * victim.SetAmount(1.0f); * victim.SetClearbuff(true); * victim.SetProbability(-1.0f); * victim.SetTime(6100.0f); * victim.SetBuffid(4); * victim.SetAmount((skill_level * (player_maxmp * 0.2f))); * victim.SetValue(0.0f); * victim.SetMpleak(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int player_maxmp = player.GetMaxmp(); victim.SetProbability(120.0f); victim.SetTime(5000.0f); victim.SetBuffid(1); victim.SetAmount(20000.0f); victim.SetValue((player_maxhp * 0.5f)); victim.SetSubhp(true); victim.SetProbability(120.0f); victim.SetTime(5000.0f); victim.SetBuffid(1); victim.SetAmount(5000.0f); victim.SetValue((player_maxmp * 0.5f)); victim.SetSubmp(true); victim.SetProbability(120.0f); victim.SetTime(5000.0f); victim.SetDiet(true); victim.SetProbability(120.0f); victim.SetTime(8000.0f); victim.SetBuffid(1); victim.SetValue(2000.0f); victim.SetSubattack(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int player_maxmp = player.GetMaxmp(); victim.SetTime(16000.0f); victim.SetRatio(0.25f); victim.SetBuffid(1); victim.SetDecanti(true); victim.SetProbability(100.0f); victim.SetTime(16000.0f); victim.SetBuffid(1); victim.SetAmount(((player_maxhp + player_maxmp))); victim.SetValue(0.0f); victim.SetMpleak(true); victim.SetProbability(100.0f); victim.SetTime(16000.0f); victim.SetRatio(0.30000001f); victim.SetBuffid(1); victim.SetDeccritrate(true); victim.SetTime(3000.0f); victim.SetBuffid(0); victim.SetGloss(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_level = player.GetLevel(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); victim.SetProbability(((2 * player_level + 50))); victim.SetTime(((88000 * D2INT((zrand(3 * skill_level + 100)) / 100) + 2000))); victim.SetValue(0.0f); victim.SetSleep(true); victim.SetProbability(3.0f); victim.SetTime(90000.0f); victim.SetBuffid(1); victim.SetAmount(((90000 * skill_level))); victim.SetValue(player_maxmp); victim.SetMpleak(true); victim.SetProbability(3.0f); victim.SetTime(90000.0f); victim.SetRatio((skill_level * 0.3f)); victim.SetBuffid(1); victim.SetDecdefence(true); victim.SetProbability(3.0f); victim.SetTime(90000.0f); victim.SetRatio((skill_level * 0.3f)); victim.SetBuffid(1); victim.SetDecaccuracy(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); /* * if ( zrand(5 * skill_level + 25) > 99 ) * d = 0.0f; * else * victim.SetProbability(600.0f); * victim.SetTime(((1000 * skill_level))); * victim.SetRatio(((5 * skill_level + 25) * 0.01f)); * victim.SetBuffid(1); * victim.SetSlow(true); * victim.SetProbability(-1.0f); * victim.SetTime(100.0f); * victim.SetBuffid(1); * victim.SetAmount((skill_level * ((player_maxmp * 0.01f) + (player_maxmp * 0.01f)))); * victim.SetValue(0.0f); * victim.SetMpleak(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(7200000.0f); victim.SetRatio(0.1f); victim.SetBuffid(2); victim.SetValue(((2 * skill_level))); victim.SetHupo(true); victim.SetProbability(100.0f); victim.SetTime(7200000.0f); victim.SetRatio(0.050000001f); victim.SetBuffid(2); victim.SetValue(((2 * skill_level))); victim.SetGuilin(true); victim.SetProbability(120.0f); victim.SetTime(7200000.0f); victim.SetRatio(0.0f); victim.SetBuffid(1); victim.SetAmount(0.0f); victim.SetValue(((36 * player_maxhp))); victim.SetHpgen(true); victim.SetProbability(120.0f); victim.SetTime(7200000.0f); victim.SetBuffid(1); victim.SetAmount(0.0f); victim.SetValue(((36 * player_maxmp))); victim.SetMpgen(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxmp = player.GetMaxmp(); victim.SetProbability(120.0f); victim.SetTime(3000.0f); victim.SetDiet(true); victim.SetProbability(600.0f); victim.SetTime(8000.0f); victim.SetRatio(0.80000001f); victim.SetBuffid(2); victim.SetSlow(true); victim.SetProbability(120.0f); victim.SetTime(8000.0f); victim.SetBuffid(2); victim.SetValue(2000.0f); victim.SetSubattack(true); victim.SetProbability(120.0f); victim.SetTime(4000.0f); victim.SetBuffid(2); victim.SetAmount(((2 * player_maxmp))); victim.SetValue(0.0f); victim.SetMpleak(true); return(true); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_maxmp = player.GetMaxmp(); player.SetVar1(player_maxmp); player.SetPerform(1); }
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); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_mp = player.GetMp(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); player.SetVar2((player_mp - skill_level * (player_maxmp * 0.05f) > 0.0f)?1:0); player.SetVar1(player_maxmp); player.SetMp((player_mp - skill_level * (player_maxmp * 0.08f) <= 0.0f)?player_mp:(player_mp - skill_level * (player_maxmp * 0.08f))); player.SetPerform(1); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_mp = player.GetMp(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); victim.SetRatio((norm((player_maxmp * (skill_level * 0.04f + 0.2f)) / (player_mp + 1)) * (skill_level * 0.05f + 0.25f) + 0.0001f)); victim.SetAmount(0.0f); victim.SetValue(0.0f); victim.SetSecondattack(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxmp = player.GetMaxmp(); victim.SetProbability(120.0f); victim.SetTime(20000.0f); victim.SetBuffid(1); victim.SetAmount((player_maxmp * 1.2f)); victim.SetValue(0.0f); victim.SetMpleak(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); victim.SetProbability(120.0f); victim.SetTime(33000.0f); victim.SetBuffid(6); victim.SetAmount((player_maxmp * ((skill_level + 1) * ((skill_level + 1) * 0.02f)) * 16.0f)); victim.SetValue(0.0f); victim.SetMpleak(true); return(true); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_mp = player.GetMp(); int player_maxmp = player.GetMaxmp(); int player_res4 = player.GetRes4(); int player_res6 = player.GetRes6(); player.SetVar1(player_res4); player.SetVar2(player_res6); player.SetVar3(player_maxmp); player.SetVar4(player_mp); skill.SetPlus(((player_res4 * player_res6))); player.SetPerform(1); }
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); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); victim.SetProbability(120.0f); victim.SetTime(300000.0f); victim.SetBuffid(1); victim.SetAmount((player_maxhp * (skill_level * 0.5f))); victim.SetValue((player_maxmp * (skill_level * 0.5f))); victim.SetSpicy(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_mp = player.GetMp(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); victim.SetProbability(((skill_level * skill_level + (5 * skill_t0) + 32))); victim.SetTime(((2000 * skill_level + 5100))); victim.SetBuffid(0); victim.SetValue((((norm((player_maxmp * (skill_level * 0.15f)) / (player_mp + 1.0f)) + 1) * ((skill_level * skill_level) * skill_level + (40 * skill_level))))); victim.SetSubdefence(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_mp = player.GetMp(); int player_maxmp = player.GetMaxmp(); victim.SetProbability(220.0f); victim.SetTime(12000.0f); victim.SetDizzy(true); victim.SetProbability(-1.0f); victim.SetTime(12000.0f); victim.SetBuffid(0); victim.SetAmount((((500 * player_maxmp)) / (player_mp + 400.0f))); victim.SetValue(0.0f); victim.SetHpleak(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_level = player.GetLevel(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); victim.SetProbability(((1.0f - player_level * 0.002f) * ((skill_level * skill_level + (3 * skill_level))))); victim.SetRatio(1.0f); victim.SetDrainmagic(true); victim.SetProbability(((1.0f - player_level * 0.002f) * 100.0f)); victim.SetTime(33000.0f); victim.SetBuffid(5); victim.SetAmount((player_maxmp * (skill_level * (skill_level * 0.02f)) * 16.0f)); victim.SetValue(0.0f); victim.SetMpleak(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_mp = player.GetMp(); int player_maxmp = player.GetMaxmp(); int player_var2 = player.GetVar2(); int player_var3 = player.GetVar3(); int skill_level = skill.GetLevel(); /* * victim.SetProbability(120.0f); * v28 = skill_level * (0.1f * player_var2); * v27 = player_maxmp; * if ( player.GetHasbuff(4098) ) * { * v26 = ((player_var3 * 0.1f + 1.0f) * v28) / v27; * } * else * { * v26 = v28 / v27; * } * victim.SetRatio(v26); * victim.SetDrainmagic(true); * victim.SetProbability(120.0f); * victim.SetTime(100.0f); * victim.SetBuffid(1); * v25 = (player_maxmp - player_mp); * if ( player.GetHasbuff(4098) ) * { * v24 = (player_var3 * 0.1f + 1.0f) * v25; * } * else * { * v24 = v25; * } * victim.SetAmount(v24); * victim.SetValue(0.0f); * victim.SetHpleak(true); */ return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_mp = player.GetMp(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); /* * if ( (player_mp / player_maxmp) >= 0.95f ) * d = 0.0f; * else * victim.SetProbability(((2 * skill_level))); * victim.SetTime(100.0f); * victim.SetBuffid(1); * victim.SetAmount(0.0f); * victim.SetValue((player_maxmp * 0.05f)); * victim.SetMpgen(true); */ return(true); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_maxhp = player.GetMaxhp(); int player_maxmp = player.GetMaxmp(); int player_dodge = player.GetDodge(); /* * player.SetVar3(player_dodge); * player.SetVar1(player_maxhp); * if ( player_maxmp > 4 ) * { * v = 0; * } * else * { * v = player_maxmp; * } * player.SetVar2(v); * player.SetPerform(1); */ }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); victim.SetProbability(120.0f); victim.SetTime(((900000 * skill_level))); victim.SetRatio(0.0f); victim.SetBuffid(0); victim.SetAmount(0.0f); victim.SetValue((player_maxhp * ((900000 * skill_level) * 0.01f))); victim.SetHpgen(true); victim.SetProbability(120.0f); victim.SetTime(((900000 * skill_level))); victim.SetBuffid(0); victim.SetAmount(0.0f); victim.SetValue((player_maxmp * ((900000 * skill_level) * 0.01f))); victim.SetMpgen(true); return(true); }
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_maxhp = player.GetMaxhp(); int player_mp = player.GetMp(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); victim.SetTime(((5000 * skill_level + 15000))); victim.SetRatio((skill_level * 0.15f + 0.35f)); victim.SetAmount(4.0f); victim.SetValue(((2 * skill_level + 8))); victim.SetFocusanti(true); victim.SetProbability(100.0f); victim.SetTime(((5000 * skill_level))); victim.SetBuffid(0); victim.SetValue(((player_level * 0.002f + (skill_level * 0.05f)) * ((((player_maxmp + player_maxhp) - player_hp) - player_mp)) + 1.0f)); victim.SetAdddefence(true); return(true); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_level = player.GetLevel(); int player_maxmp = player.GetMaxmp(); int skill_level = skill.GetLevel(); float pp; float p = 0.002f * player_maxmp; if (player.GetSkilllevel(4011) >= skill_level) { pp = skill_level * p; } else { pp = player.GetSkilllevel(4011) * p; } skill.SetPlus((((20 * skill_level + 50) * norm(30 / player_level)) + (5 * skill_level + 10) + pp)); player.SetPerform(1); /**/ } } public GSkill3997Stub() : base(3997) { occupation = 56; maxlevel = 8; maxlearn = 6; eventflag = 0; spcost = 1; reborncount = 0; type = 1; timetype = 0; targettype = 0; rangetype = 0; doenchant = false; dobless = false; autoattack = true; allowform = 0; credittype = 0; clearmask = 0; skill_limit = 0; skillelemsnum = 0; skillelemsfactor = 0.000000f; serialskill = 0; charge = 0; chargedist = 0.000000f; succeedskillcolor = 1; succeedskillcolornum = 1; comboskill = 0; need_item = false; item1_id = -1; item1_num = 0; item2_id = -1; item2_num = 0; item_relation = 0; weapon_limit = 9; SetAction(0, "ÐùÔ¯_·Éµ¯"); SetAction(1, "0"); SetAction(2, "0"); SetAction(3, "0"); SetAction(4, "0"); SetAction(5, "0"); SetAction(6, "0"); SetAction(7, "0"); SetAction(8, "0"); SetAction(9, "ÐùÔ¯_·Éµ¯"); SetAction(10, "0"); SetAction(11, "0"); SetAction(12, "0"); SetAction(13, ""); SetAction(14, ""); SetAction(15, ""); SetAction(16, ""); SetAction(17, ""); SetAction(18, "ÐùÔ¯_Æï³Ë_·Éµ¯"); SetAction(19, "0"); SetAction(20, "0"); SetAction(21, "0"); SetAction(22, "0"); SetAction(23, "0"); SetAction(24, "0"); SetAction(25, "0"); SetAction(26, "0"); SetAction(27, "ÐùÔ¯_Æï³Ë_·Éµ¯"); SetAction(28, "0"); SetAction(29, "0"); SetAction(30, "0"); name = "¾»Äù¡¤Ë·ÐÇ"; nativename = "¾»Äù¡¤Ë·ÐÇ"; icon = "¾»Äù¡¤Ë·ÐÇ.dds"; SetTalent(0, 4149); SetTalent(1, 0); SetTalent(2, 0); SetTalent(3, 0); SetTalent(4, 0); SetTalent(5, 0); SetTalent(6, 0); SetTalent(7, 0); talent_size = 1; talent_type = 0; use_proficiency = false; inc_proficiency = 0; preskillnum = 0; cycle = false; cyclemode = 0; cyclegfx = ""; skill_class = 11; guide = false; summon_id = -1; trigger = false; conbutton_sub = false; isBabySkill = false; castInPreSkill = false; preCastSkillId = -1; darkLightType = 0; followskill = 0; targetcnt = 0; excludemonstercnt = 0; AddState(new GState1()); AddState(new GState2()); } public override int GetExecutetime(GSkill skill) { return(1075); } public override int GetCooldowntime(GSkill skill) { return(200); } public override int GetEnmity(GSkill skill) { return(1); } public override int GetRequiredLevel(int level) { int[] array = { 1, 3, 5, 7, 9, 11 }; return(array[level - 1]); } public override float GetPraydistance(GSkill skill) { int skill_t0 = skill.GetT0(); return(2 * skill_t0 + 17); } public override float GetCastdistance(GSkill skill) { int skill_t0 = skill.GetT0(); return(2 * skill_t0 + 15); } public override float GetEffectdistance(GSkill skill) { int skill_t0 = skill.GetT0(); return(2 * skill_t0 + 20); } public override float GetMpcost(GSkill skill) { return(10.000000f); } } public class GSkill3997 : GSkill { public GSkill3997() : base(3997) { } } public class GSkill3998Stub : GSkillStub { public class GState1 : GState { public override int GetTime(GSkill skill) { return(425); } public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); player.SetPray(1); } public override bool Cancel(GSkill skill) { return(true); } } public class GState2 : GState { public override int GetTime(GSkill skill) { return(450); } public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_mp = player.GetMp(); int player_maxmp = player.GetMaxmp(); int player_var1 = player.GetVar1(); /* * if ( player_mp >= player_maxmp / 10 ) * { * v = player_maxmp / 10; * } * else * { * v = player_mp; * } * player.SetVar1(v); * player.SetMp(((player_mp - player_var1))); * player.SetPerform(1); */ }