public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); victim.SetProbability(120.0f); victim.SetTime(((3000 * (skill_t0 + skill_level)))); victim.SetRatio((skill_level * 0.08f)); victim.SetValue((skill_level * 0.08f)); victim.SetSwift(true); victim.SetProbability(120.0f); victim.SetTime(((3000 * (skill_t0 + skill_level)))); victim.SetRatio((skill_level * 0.1f)); victim.SetBuffid(2); victim.SetInccrithurt(true); victim.SetProbability(0.0f); victim.SetTime(((3000 * (skill_t0 + skill_level)))); victim.SetRatio(4099.0f); victim.SetBuffid(0); victim.SetAmount(skill_level); victim.SetValue(3491.0f); victim.SetActiveonfilteradd(true); victim.SetProbability(1.0f); victim.SetTime(((3000 * (skill_t0 + skill_level)))); victim.SetRatio(4098.0f); victim.SetBuffid(1); victim.SetAmount(skill_level); victim.SetValue(3481.0f); victim.SetActiveonfilteradd(true); return(true); }
public override bool BlessMe(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); victim.SetProbability(0.0f); victim.SetTime(((3000 * (skill_t0 + skill_level)))); victim.SetRatio(4350.0f); victim.SetBuffid(2); victim.SetAmount(skill_level); victim.SetValue(3500.0f); victim.SetActiveonfilteradd(true); victim.SetProbability(1.0f); victim.SetTime(((3000 * (skill_t0 + skill_level)))); victim.SetRatio(4097.0f); victim.SetBuffid(3); victim.SetAmount(skill_level); victim.SetValue(3471.0f); victim.SetActiveonfilteradd(true); return(true); }