public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_mp = player.GetMp(); int player_var1 = player.GetVar1(); int player_var10 = player.GetVar10(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); /* * if ( zrand(3 * skill_level + 5) > 99 ) * { * d = 0.0f; * } * else * { * d = player_var10; * } * victim.SetProbability(d); * victim.SetTime(3000.0f); * victim.SetValue(0.0f); * victim.SetSleep(true); * victim.SetProbability(-1.0f); * victim.SetTime(2000.0f); * victim.SetBuffid(1); * victim.SetAmount((player_mp * (skill_t0 * 0.05f + (skill_level * 0.02f + 0.15f)))); * victim.SetValue(1.0f); * 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 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 void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_mp = player.GetMp(); int player_res1 = player.GetRes1(); int player_res6 = player.GetRes6(); player.SetVar1(player_res1); player.SetVar2(player_res6); player.SetVar3(player_mp); player.SetPerform(1); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_mp = player.GetMp(); int skill_level = skill.GetLevel(); victim.SetProbability(((2 * skill_level + 3))); victim.SetRatio(0.0f); victim.SetValue((player_mp * (skill_level * 0.05f))); victim.SetHeal(true); return(true); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_hp = player.GetHp(); int player_mp = player.GetMp(); int skill_level = skill.GetLevel(); skill.SetRatio(1.0f); skill.SetPlus(((player_mp + player_hp) * (skill_level * 0.15f))); player.SetMp(0.0f); player.SetHp(1.0f); 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_hp = player.GetHp(); int player_mp = player.GetMp(); int skill_level = skill.GetLevel(); victim.SetProbability(((6 * skill_level))); victim.SetTime(12000.0f); victim.SetBuffid(1); victim.SetValue(((((player_mp + player_hp) * skill_level) / (101 - skill_level * skill_level)))); victim.SetSubattack(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 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_mp = player.GetMp(); int skill_level = skill.GetLevel(); victim.SetProbability(((5 * skill_level))); victim.SetTime(8000.0f); victim.SetBarehanded(true); victim.SetProbability(-1.0f); victim.SetTime(100.0f); victim.SetBuffid(1); victim.SetAmount((player_mp * (skill_level * 0.18f))); 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 bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_mp = player.GetMp(); victim.SetTime(6000.0f); victim.SetBuffid(2); victim.SetValue(100.0f); victim.SetSubantisleep(true); victim.SetProbability(270.0f); victim.SetTime(6000.0f); victim.SetValue(0.0f); victim.SetSleep(true); victim.SetProbability(-1.0f); victim.SetTime(30000.0f); victim.SetBuffid(2); victim.SetAmount((player_mp * 0.9f)); victim.SetValue(600.0f); victim.SetSubmp(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); }