Пример #1
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper player       = skill.GetPlayer();
            GPlayerWrapper victim       = skill.GetVictim();
            int            player_maxhp = player.GetMaxhp();
            int            player_var1  = player.GetVar1();
            int            player_var2  = player.GetVar2();
            int            player_var3  = player.GetVar3();
            int            skill_level  = skill.GetLevel();

            /*
             * victim.SetProbability(120.0f);
             * victim.SetTime(4000.0f);
             * victim.SetBuffid(1);
             * victim.SetAmount(((player_maxhp * (0.01f * player_var3)) + (player_maxhp * (0.01f * player_var3)) + ((skill_level * (0.01f * player_var1)) + (skill_level * (0.01f * player_var1)))));
             * victim.SetValue(0.0f);
             * victim.SetHpleak(true);
             * if ( player_var2 <= 0 )
             * v26 = 0.0f;
             * else
             * victim.SetProbability(120.0f);
             * victim.SetTime(4000.0f);
             * victim.SetRatio((player_var2 * 0.1f));
             * victim.SetBuffid(0);
             * victim.SetIncfatalhurt(true);
             */
            return(true);
        }
Пример #2
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper player      = skill.GetPlayer();
            GPlayerWrapper victim      = skill.GetVictim();
            int            player_var3 = player.GetVar3();
            int            skill_level = skill.GetLevel();

            victim.SetProbability(((10 * (skill_level - 10 * (skill_level / 10)) + player_var3)));
            victim.SetTime((((skill_level - 10 * (skill_level / 10)) * 0.5f + 1.0f) * 1000.0f));
            victim.SetSilent(true);
            return(true);
        }
Пример #3
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper player      = skill.GetPlayer();
            GPlayerWrapper victim      = skill.GetVictim();
            int            player_var1 = player.GetVar1();
            int            player_var3 = player.GetVar3();
            int            player_var5 = player.GetVar5();

            /*
             * if ( player_var5 <= player_var3 * 0.95f )
             * d = 0.0f;
             * else
             * victim.SetProbability(100.0f);
             * victim.SetValue((player_var1 * 0.1f));
             * victim.SetDirecthurt(true);
             */
            return(true);
        }
Пример #4
0
        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);
        }
Пример #5
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper player      = skill.GetPlayer();
            GPlayerWrapper victim      = skill.GetVictim();
            int            player_var1 = player.GetVar1();
            int            player_var3 = player.GetVar3();
            int            player_var4 = player.GetVar4();

            victim.SetProbability(((20 * player_var4 + player_var1)));
            victim.SetTime(5000.0f);
            victim.SetSilent(true);
            victim.SetProbability(120.0f);
            victim.SetTime(((1000 * player_var3)));
            victim.SetAssault2(true);
            victim.SetProbability(120.0f);
            victim.SetTime(20000.0f);
            victim.SetAmount(20.0f);
            victim.SetSeed(true);
            return(true);
        }
Пример #6
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper player      = skill.GetPlayer();
            GPlayerWrapper victim      = skill.GetVictim();
            int            player_var1 = player.GetVar1();
            int            player_var2 = player.GetVar2();
            int            player_var3 = player.GetVar3();

            victim.SetProbability(120.0f);
            victim.SetTime(20000.0f);
            victim.SetAmount(99.0f);
            victim.SetValue(((player.GetBufflevel(4260) * player_var2)));
            victim.SetSubantidizzy2(true);
            victim.SetProbability(((10 * player_var3 + player_var1)));
            victim.SetTime(2000.0f);
            victim.SetDizzy(true);
            victim.SetProbability(120.0f);
            victim.SetTime(20000.0f);
            victim.SetAmount(10.0f);
            victim.SetSeed(true);
            return(true);
        }
Пример #7
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper player            = skill.GetPlayer();
            GPlayerWrapper victim            = skill.GetVictim();
            int            player_def        = player.GetDef();
            int            player_skilldodge = player.GetSkilldodge();
            int            player_var1       = player.GetVar1();
            int            player_var2       = player.GetVar2();
            int            player_var3       = player.GetVar3();
            int            player_var4       = player.GetVar4();
            int            skill_level       = skill.GetLevel();

            /*
             * if ( player.GetObjectType() )
             * {
             * if ( player_def > 25000
             || (v10 = player, GNET::PlayerWrapper::GetSkilldodge(v10) > 1000) )
             ||v40 = 0.0f;
             ||else
             ||d = 100.0f;
             ||}
             ||else
             ||{
             ||if ( player_var3 - player_skilldodge + 1000 <= 0 )
             ||{
             ||v41 = 0.0f;
             ||}
             ||else
             ||{
             ||v41 = ((player_var3 - player_skilldodge + 1000) / 10 + 20);
             ||}
             ||d = v41;
             ||}
             ||victim.SetProbability(d);
             ||if ( skill_level == 10 )
             ||{
             ||v38 = player_var2;
             ||if ( zrand(100) > 49 )
             ||v37 = 0.0f;
             ||else
             ||v37 = 0.2f;
             ||if ( player.GetHasbuff(4099) == 1 )
             ||v36 = v37 + 1.0f;
             ||else
             ||v39 = v38 * ((0.0f * v37) + 1.0f);
             ||}
             ||else
             ||{
             ||v39 = (zrand(10) * 0.01f + 0.95f) * player_var1;
             ||}
             ||victim.SetValue(v39);
             ||victim.SetDirecthurt(true);
             ||victim.SetProbability(((2 * player_var4)));
             ||victim.SetTime(((2000 * player_var4)));
             ||victim.SetBarehanded(true);
             ||victim.SetProbability(((2 * player_var4)));
             ||victim.SetTime(((2000 * player_var4)));
             ||victim.SetRatio(1.0f);
             ||victim.SetBuffid(1);
             ||victim.SetDecdefence(true);
             */
            return(true);
        }