public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_res6 = player.GetRes6(); int player_var1 = player.GetVar1(); /* * victim.SetProbability(100.0f); * victim.SetTime(6000.0f); * victim.SetRatio((player_var1 * 0.005f)); * victim.SetBuffid(1); * victim.SetIncfatalratio(true); * if ( zrand(100) >= 2 * player_var1 ) * v24 = 0.0f; * else * victim.SetProbability(300.0f); * victim.SetTime(6000.0f); * victim.SetRatio(0.30000001f); * victim.SetBuffid(1); * victim.SetSlow(true); * victim.SetProbability(120.0f); * victim.SetTime(6000.0f); * victim.SetRatio((player_res6 * 0.02f)); * victim.SetBuffid(1); * victim.SetIncfatalhurt(true); */ return(true); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_res6 = player.GetRes6(); player.SetVar1(player_res6); player.SetPerform(1); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_res6 = player.GetRes6(); float skill_tianhua1 = skill.GetTianhua1(); victim.SetProbability(((player_res6 + 10))); victim.SetTime((skill_tianhua1 * 5000.0f)); victim.SetRatio(0.60000002f); victim.SetBuffid(1); victim.SetSlow(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 BlessMe(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_res6 = player.GetRes6(); victim.SetProbability(100.0f); victim.SetTime(10000.0f); victim.SetRatio(2.0f); victim.SetAmount(0.0f); victim.SetValue(100.0f); victim.SetRetort(true); victim.SetProbability(100.0f); victim.SetTime(10000.0f); victim.SetRatio((player_res6 * 0.02f)); victim.SetBuffid(1); victim.SetIncattack(true); return(true); }