public static WorldMgr.character._usingSkill Info(int SkillID, WorldMgr.character Character) { //Create new global information WorldMgr.character._usingSkill info = new WorldMgr.character._usingSkill(); //Wrap our function inside a catcher try { //Set default skill information info.MainSkill = SkillID; info.SkillID = new int[10]; info.FoundID = new int[10]; info.TargetType = new bool[10]; info.NumberOfAttack = NumberAttack(SkillID, ref info.SkillID); info.Targethits = 1; info.Distance = Convert.ToByte(ObjData.Manager.SkillBase[SkillID].Distance); info.Tdistance = 0; info.canUse = true; //Switch on skills series switch (ObjData.Manager.SkillBase[SkillID].Series) { case "SKILL_EU_ROG_TRANSFORMA_MASK_A": break; #region Bicheon #region Smashing Series case "SKILL_CH_SWORD_SMASH_A": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_SMASH_B": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_SMASH_C": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_SMASH_D": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_SMASH_E": info.Instant = 0; info.P_M = false; break; #endregion #region Chain Sword Attack Series case "SKILL_CH_SWORD_CHAIN_A": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_CHAIN_B": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_CHAIN_C": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_CHAIN_D": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_CHAIN_E": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_CHAIN_F": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_CHAIN_G": info.Instant = 0; info.P_M = false; break; #endregion #region Blade Force Series case "SKILL_CH_SWORD_GEOMGI_A": info.Instant = 0; info.Distance = 4; info.P_M = false; break; case "SKILL_CH_SWORD_GEOMGI_B": info.Instant = 0; info.Distance = 4; info.P_M = false; break; case "SKILL_CH_SWORD_GEOMGI_C": info.Instant = 0; info.Distance = 4; info.P_M = false; break; case "SKILL_CH_SWORD_GEOMGI_D": info.Instant = 0; info.Distance = 4; info.P_M = false; break; case "SKILL_CH_SWORD_GEOMGI_E": info.Instant = 0; info.Distance = 4; info.P_M = false; break; #endregion #region Hidden Blade Series case "SKILL_CH_SWORD_KNOCKDOWN_A": info.Instant = 0; info.P_M = false; info.OzelEffect = 4; break; case "SKILL_CH_SWORD_KNOCKDOWN_B": info.Instant = 0; info.P_M = false; info.Targethits = 3; info.Tdistance = 2; info.OzelEffect = 4; break; case "SKILL_CH_SWORD_KNOCKDOWN_C": info.Instant = 0; info.P_M = false; info.OzelEffect = 4; break; case "SKILL_CH_SWORD_KNOCKDOWN_D": info.Instant = 0; info.P_M = false; info.Targethits = 3; info.Tdistance = 3; info.OzelEffect = 4; break; #endregion #region Killing Heaven Blade Series case "SKILL_CH_SWORD_DOWNATTACK_A": info.Instant = 0; info.P_M = false; info.OzelEffect = 5; break; case "SKILL_CH_SWORD_DOWNATTACK_B": info.Instant = 0; info.P_M = false; info.OzelEffect = 5; break; case "SKILL_CH_SWORD_DOWNATTACK_C": info.Instant = 0; info.P_M = false; info.OzelEffect = 5; break; case "SKILL_CH_SWORD_DOWNATTACK_D": info.Instant = 0; info.P_M = false; info.OzelEffect = 5; break; #endregion #region Sword Dance Series case "SKILL_CH_SWORD_SPECIAL_A": info.Instant = 0; info.Distance = 4; info.P_M = false; info.Targethits = 3; info.Tdistance = 7; break; case "SKILL_CH_SWORD_SPECIAL_B": info.Instant = 0; info.Distance = 4; info.P_M = false; info.Targethits = 3; info.Tdistance = 15; break; case "SKILL_CH_SWORD_SPECIAL_C": info.Instant = 0; info.Distance = 4; info.P_M = false; info.Targethits = 3; info.Tdistance = 15; break; case "SKILL_CH_SWORD_SPECIAL_D": info.Instant = 0; info.Distance = 4; info.P_M = false; info.Targethits = 4; info.Tdistance = 15; break; #endregion #endregion #region Heuksal #region Annihilating Blade Series case "SKILL_CH_SPEAR_PIERCE_A": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_PIERCE_B": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_PIERCE_C": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_PIERCE_D": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_PIERCE_E": info.Instant = 0; info.P_M = false; break; #endregion #region Heuksal Spear Series case "SKILL_CH_SPEAR_FRONTAREA_A": info.Instant = 0; info.P_M = false; info.Targethits = 3; info.Tdistance = 1; break; case "SKILL_CH_SPEAR_FRONTAREA_B": info.Instant = 0; info.P_M = false; info.Targethits = 3; info.Tdistance = 1; break; case "SKILL_CH_SPEAR_FRONTAREA_C": info.Instant = 0; info.P_M = false; info.Targethits = 3; info.Tdistance = 1; break; case "SKILL_CH_SPEAR_FRONTAREA_D": info.Instant = 0; info.P_M = false; info.Targethits = 3; info.Tdistance = 2; break; case "SKILL_CH_SPEAR_FRONTAREA_E": info.Instant = 0; info.P_M = false; info.Targethits = 3; info.Tdistance = 2; break; #endregion #region Soul Departs Spear Series case "SKILL_CH_SPEAR_STUN_A": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_STUN_B": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_STUN_C": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_STUN_D": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_STUN_E": info.Instant = 0; info.P_M = false; break; #endregion #region Ghost Spear Attack Series case "SKILL_CH_SPEAR_ROUNDAREA_A": info.Instant = 0; info.P_M = false; info.Targethits = 5; info.Tdistance = 2; break; case "SKILL_CH_SPEAR_ROUNDAREA_B": info.Instant = 0; info.P_M = false; info.Targethits = 5; info.Tdistance = 3; break; case "SKILL_CH_SPEAR_ROUNDAREA_C": info.Instant = 0; info.P_M = false; info.Targethits = 5; info.Tdistance = 4; break; case "SKILL_CH_SPEAR_ROUNDAREA_D": info.Instant = 0; info.P_M = false; info.Targethits = 5; info.Tdistance = 5; break; #endregion #region Chain Spear Attack Series case "SKILL_CH_SPEAR_CHAIN_A": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_CHAIN_B": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_CHAIN_C": info.Instant = 0; info.P_M = false; info.Targethits = 3; info.Tdistance = 2; break; case "SKILL_CH_SPEAR_CHAIN_D": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_CHAIN_E": info.Instant = 0; info.P_M = false; info.Targethits = 5; info.Tdistance = 3; break; case "SKILL_CH_SPEAR_CHAIN_F": info.Instant = 0; info.P_M = false; info.Targethits = 5; info.Tdistance = 3; break; #endregion #region Flying Dragon Spear Series case "SKILL_CH_SPEAR_SHOOT_A": info.Instant = 0; info.Distance = 6; info.P_M = false; break; case "SKILL_CH_SPEAR_SHOOT_B": info.Instant = 0; info.Distance = 6; info.P_M = false; break; case "SKILL_CH_SPEAR_SHOOT_C": info.Instant = 0; info.Distance = 6; info.P_M = false; break; case "SKILL_CH_SPEAR_SHOOT_D": info.Instant = 0; info.Distance = 6; info.P_M = false; break; #endregion #endregion #region Pacheon #region Anti Devil Bow Series case "SKILL_CH_BOW_CRITICAL_A": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_CRITICAL_B": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_CRITICAL_C": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_CRITICAL_D": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_CRITICAL_E": info.Instant = 2; info.Distance = 7; info.P_M = false; break; #endregion #region Arrow Combo Attack Series case "SKILL_CH_BOW_CHAIN_A": info.NumberOfAttack = 2; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.Instant = 0; info.Distance = 7; info.P_M = false; info.OzelEffect = 5; break; case "SKILL_CH_BOW_CHAIN_B": info.NumberOfAttack = 3; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.Instant = 0; info.Distance = 7; info.OzelEffect = 5; info.P_M = false; break; case "SKILL_CH_BOW_CHAIN_C": info.NumberOfAttack = 4; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.Instant = 0; info.Distance = 7; info.OzelEffect = 5; info.P_M = false; break; case "SKILL_CH_BOW_CHAIN_D": info.NumberOfAttack = 5; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.SkillID[5] = SkillID; info.Instant = 0; info.Distance = 7; info.OzelEffect = 5; info.P_M = false; break; case "SKILL_CH_BOW_CHAIN_E": info.NumberOfAttack = 6; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.SkillID[5] = SkillID; info.SkillID[6] = SkillID; info.Instant = 0; info.Distance = 7; info.OzelEffect = 5; info.P_M = false; break; #endregion #region Autumn Wind Arrow Series case "SKILL_CH_BOW_PIERCE_A": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_PIERCE_B": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_PIERCE_C": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_PIERCE_D": info.Instant = 2; info.Distance = 7; info.P_M = false; break; #endregion #region Explosion Arrow Series case "SKILL_CH_BOW_AREA_A": info.Instant = 2; info.Distance = 7; info.P_M = false; info.Targethits = 4; info.Tdistance = 4; break; case "SKILL_CH_BOW_AREA_B": info.Instant = 2; info.Distance = 7; info.P_M = false; info.Targethits = 4; info.Tdistance = 4; break; case "SKILL_CH_BOW_AREA_C": info.Instant = 2; info.Distance = 7; info.P_M = false; info.Targethits = 4; info.Tdistance = 4; break; case "SKILL_CH_BOW_AREA_D": info.Instant = 2; info.Distance = 7; info.P_M = false; info.Targethits = 4; info.Tdistance = 5; break; #endregion #region Strong Bow Series case "SKILL_CH_BOW_POWER_A": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_POWER_B": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_POWER_C": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_POWER_D": info.Instant = 2; info.Distance = 7; info.P_M = false; break; #endregion #region Mind Bow Series case "SKILL_CH_BOW_SPECIAL_A": info.Instant = 2; info.Distance = 7; info.P_M = false; info.Targethits = 2; info.Tdistance = 20; break; case "SKILL_CH_BOW_SPECIAL_B": info.Instant = 2; info.Distance = 7; info.P_M = false; info.Targethits = 3; info.Tdistance = 22; break; case "SKILL_CH_BOW_SPECIAL_C": info.Instant = 2; info.Distance = 7; info.P_M = false; info.Targethits = 4; info.Tdistance = 23; break; case "SKILL_CH_BOW_SPECIAL_D": info.Instant = 2; info.Distance = 7; info.P_M = false; info.Targethits = 5; info.Tdistance = 24; break; #endregion #endregion #region Cold #region Snow Storm Series case "SKILL_CH_COLD_GIGONGSUL_A": info.Instant = 2; info.Distance = 5; info.P_M = true; break; case "SKILL_CH_COLD_GIGONGSUL_B": info.Instant = 2; info.Distance = 5; info.P_M = true; info.Targethits = 5; info.Tdistance = 6; break; case "SKILL_CH_COLD_GIGONGSUL_C": info.Instant = 2; info.Distance = 5; info.P_M = true; break; case "SKILL_CH_COLD_GIGONGSUL_D": info.Instant = 2; info.Distance = 5; info.P_M = true; info.Targethits = 5; info.Tdistance = 7; break; #endregion #endregion #region Light #region Lion Shout Series case "SKILL_CH_LIGHTNING_CHUNDUNG_A": case "SKILL_CH_LIGHTNING_CHUNDUNG_B": case "SKILL_CH_LIGHTNING_CHUNDUNG_C": case "SKILL_CH_LIGHTNING_CHUNDUNG_D": case "SKILL_CH_LIGHTNING_CHUNDUNG_E": info.Instant = 0; info.Distance = 6; info.P_M = true; info.Targethits = 3; info.Tdistance = 2; break; #endregion #region Thunderbolt Force Series case "SKILL_CH_LIGHTNING_STORM_A": case "SKILL_CH_LIGHTNING_STORM_B": case "SKILL_CH_LIGHTNING_STORM_C": case "SKILL_CH_LIGHTNING_STORM_D": info.Instant = 2; info.Distance = 6; info.P_M = true; info.Targethits = 3; info.Tdistance = 10; break; #endregion #endregion #region Fire #region Flame Wave Series case "SKILL_CH_FIRE_GIGONGSUL_A": case "SKILL_CH_FIRE_GIGONGSUL_B": case "SKILL_CH_FIRE_GIGONGSUL_D": case "SKILL_CH_FIRE_GIGONGSUL_E": info.Instant = 2; info.Distance = 6; info.P_M = true; break; case "SKILL_CH_FIRE_GIGONGSUL_F": case "SKILL_CH_FIRE_GIGONGSUL_C": info.Instant = 2; info.Distance = 6; info.P_M = true; info.Targethits = 3; info.Tdistance = 6; break; #endregion #endregion #region Force case "SKILL_CH_WATER_CURE_A": case "SKILL_CH_WATER_CURE_B": case "SKILL_CH_WATER_CURE_C": case "SKILL_CH_WATER_CURE_D": case "SKILL_CH_WATER_CURE_E": case "SKILL_CH_WATER_CURE_F": case "SKILL_CH_WATER_HEAL_A": case "SKILL_CH_WATER_HEAL_B": case "SKILL_CH_WATER_HEAL_C": case "SKILL_CH_WATER_HEAL_D": case "SKILL_CH_WATER_HEAL_E": case "SKILL_CH_WATER_HEAL_F": if (Character.Action.Object != null || Character.Action.Object.GetType().ToString() == "CLGameServer.PlayerMgr") { info.canUse = false; } break; case "SKILL_CH_WATER_CANCEL_A": case "SKILL_CH_WATER_CANCEL_B": case "SKILL_CH_WATER_CANCEL_C": case "SKILL_CH_WATER_CANCEL_D": case "SKILL_CH_WATER_CANCEL_E": case "SKILL_CH_WATER_CANCEL_F": case "SKILL_CH_WATER_CANCEL_G": case "SKILL_CH_WATER_CANCEL_H": if (Character.Action.Object != null || Character.Action.Object.GetType().ToString() == "CLGameServer.PlayerMgr") { info.canUse = false; } break; case "SKILL_CH_WATER_RESURRECTION_A": case "SKILL_CH_WATER_RESURRECTION_B": case "SKILL_CH_WATER_RESURRECTION_C": case "SKILL_CH_WATER_RESURRECTION_D": case "SKILL_CH_WATER_RESURRECTION_E": if (Character.Action.Object != null || Character.Action.Object.GetType().ToString() == "CLGameServer.PlayerMgr") { info.canUse = false; } break; #endregion #region Europe #region Europe Wizard #region Earth case "SKILL_EU_WIZARD_EARTHA_POINT_A": info.Instant = 1; info.Distance = 5; info.P_M = true; info.Targethits = 5; info.Tdistance = 10; break; case "SKILL_EU_WIZARD_EARTHA_POINT_B": info.Instant = 1; info.Distance = 5; info.P_M = true; info.Targethits = 5; info.Tdistance = 10; break; case "SKILL_EU_WIZARD_EARTHA_AREA_A": info.Instant = 1; info.Distance = 5; info.P_M = true; info.Targethits = 5; info.Tdistance = 10; break; case "SKILL_EU_WIZARD_EARTHA_AREA_B": info.Instant = 1; info.Distance = 5; info.P_M = true; info.Targethits = 5; info.Tdistance = 10; break; #endregion #region Cold case "SKILL_EU_WIZARD_COLDA_POINT_A": info.Instant = 1; info.Distance = 5; info.P_M = true; break; case "SKILL_EU_WIZARD_COLDA_POINT_B": info.NumberOfAttack = 3; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.Instant = 1; info.Distance = 5; info.P_M = true; break; case "SKILL_EU_WIZARD_COLDA_AREA_A": info.Instant = 1; info.Distance = 15; info.P_M = true; info.Targethits = 5; info.Tdistance = 10; break; case "SKILL_EU_WIZARD_COLDA_AREA_B": info.Instant = 1; info.Distance = 5; info.P_M = true; info.Targethits = 5; info.Tdistance = 10; break; #endregion #region Fire case "SKILL_EU_WIZARD_FIREA_POINT_A": info.Instant = 1; info.Distance = 15; info.P_M = true; break; case "SKILL_EU_WIZARD_FIREA_SPRAY_A": info.NumberOfAttack = 7; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.SkillID[5] = SkillID; info.SkillID[6] = SkillID; info.SkillID[7] = SkillID; info.Instant = 1; info.Distance = 15; info.P_M = true; info.Targethits = 3; info.Tdistance = 10; break; case "SKILL_EU_WIZARD_FIREA_POINT_B": info.Instant = 1; info.Distance = 15; info.P_M = true; info.Targethits = 3; info.Tdistance = 10; break; case "SKILL_EU_WIZARD_FIREA_SPRAY_B": info.NumberOfAttack = 7; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.SkillID[5] = SkillID; info.SkillID[6] = SkillID; info.SkillID[7] = SkillID; info.Instant = 1; info.Distance = 15; info.P_M = true; info.Targethits = 3; info.Tdistance = 10; break; #endregion #region Light case "SKILL_EU_WIZARD_PSYCHICA_LIGHT_A": info.Instant = 1; info.Distance = 15; info.P_M = true; info.Targethits = 2; info.Tdistance = 10; break; case "SKILL_EU_WIZARD_PSYCHICA_AREA_A": info.NumberOfAttack = 6; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.SkillID[5] = SkillID; info.SkillID[6] = SkillID; info.Instant = 1; info.Distance = 15; info.P_M = true; info.Targethits = 5; info.Tdistance = 10; break; case "SKILL_EU_WIZARD_PSYCHICA_LIGHT_B": info.Instant = 1; info.Distance = 15; info.P_M = true; info.Targethits = 3; info.Tdistance = 10; break; case "SKILL_EU_WIZARD_PSYCHICA_AREA_B": info.NumberOfAttack = 6; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.SkillID[5] = SkillID; info.SkillID[6] = SkillID; info.Instant = 1; info.Distance = 15; info.P_M = true; info.Targethits = 5; info.Tdistance = 10; break; #endregion #endregion #region Europe Warrior #region Axe case "SKILL_EU_WARRIOR_DUALA_CROSS_A": info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_DUALA_TWIST_A": info.NumberOfAttack = 2; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_DUALA_STUN_A": info.Instant = 0; info.Targethits = 3; info.P_M = false; break; case "SKILL_EU_WARRIOR_DUALA_COUNTER_A": info.NumberOfAttack = 3; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.Instant = 0; info.Targethits = 3; info.P_M = false; break; case "SKILL_EU_WARRIOR_DUALA_WHIRLWIND_A": info.NumberOfAttack = 4; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.Instant = 0; info.Targethits = 3; info.P_M = false; break; case "SKILL_EU_WARRIOR_DUALA_TWIST_B": info.NumberOfAttack = 3; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_DUALA_COUNTER_B": info.NumberOfAttack = 4; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.Instant = 0; info.Targethits = 3; info.P_M = false; break; case "SKILL_EU_WARRIOR_DUALA_WHIRLWIND_B": info.NumberOfAttack = 5; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.SkillID[5] = SkillID; info.Instant = 0; info.Targethits = 3; info.P_M = false; break; #endregion #region Two-Handed case "SKILL_EU_WARRIOR_TWOHANDA_DASH_A": info.Instant = 0; info.Targethits = 3; info.P_M = false; break; case "SKILL_EU_WARRIOR_TWOHANDA_RISING_A": info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_TWOHANDA_CHARGE_A": info.NumberOfAttack = 2; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_TWOHANDA_CRY_A": info.Targethits = 3; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_TWOHANDA_CHARGE_B": info.NumberOfAttack = 3; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_TWOHANDA_CRY_B": info.NumberOfAttack = 2; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.Instant = 0; info.P_M = false; break; #endregion #region One-Handed case "SKILL_EU_WARRIOR_ONEHANDA_STRIKE_A": info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_ONEHANDA_SHIELD_A": info.Instant = 0; info.Targethits = 3; info.P_M = false; break; case "SKILL_EU_WARRIOR_ONEHANDA_PIERCE_A": info.NumberOfAttack = 2; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_ONEHANDA_CRITICAL_A": info.Instant = 0; info.NumberOfAttack = 2; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.P_M = false; break; case "SKILL_EU_WARRIOR_ONEHANDA_SHIELD_B": info.NumberOfAttack = 2; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.Targethits = 3; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_ONEHANDA_PIERCE_B": info.NumberOfAttack = 4; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_ONEHANDA_CRITICAL_B": info.NumberOfAttack = 4; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.Instant = 0; info.P_M = false; break; #endregion #region Warrior Others case "SKILL_EU_WARRIOR_FRENZYA_TOUNT_A": info.Instant = 0; info.P_M = false; info.Distance = 15; info.Targethits = 3; break; case "SKILL_EU_WARRIOR_FRENZYA_TOUNT_SPRINT_A": info.Instant = 0; info.P_M = false; info.Distance = 15; break; #endregion #endregion #region Europe Rogue #region Rogue case "SKILL_EU_ROG_BOWA_FAST_A": info.Instant = 0; break; case "SKILL_EU_ROG_BOWA_FAST_B": info.Instant = 0; break; case "SKILL_EU_ROG_BOWA_POWER_A": case "SKILL_EU_ROG_BOWA_POWER_B": case "SKILL_EU_ROG_BOWA_RANGE_A": case "SKILL_EU_ROG_BOWA_RANGE_B": case "SKILL_EU_ROG_BOWA_KNOCK_A": case "SKILL_EU_ROG_BOWA_KNOCK_B": info.Instant = 1; break; #endregion #region Dagger case "SKILL_EU_ROG_DAGGERA_CHAIN_A": info.NumberOfAttack = 2; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_ROG_DAGGERA_WOUND_A": info.NumberOfAttack = 2; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_ROG_DAGGERA_SCREW_A": info.Instant = 0; info.P_M = false; break; case "SKILL_EU_ROG_DAGGERA_SLASH_A": info.NumberOfAttack = 3; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_ROG_STEALTHA_ATTACK_A": info.Instant = 0; info.P_M = false; break; case "SKILL_EU_ROG_DAGGERA_WOUND_B": info.NumberOfAttack = 3; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_ROG_DAGGERA_SLASH_B": info.NumberOfAttack = 5; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.SkillID[5] = SkillID; info.Instant = 0; info.P_M = false; break; #endregion #endregion #endregion default: //Set default for skills that havent been added info.Targethits = info.NumberOfAttack; info.Tdistance = 0; info.Instant = 2; info.P_M = false; info.canUse = true; //Write info if skill not added Log.Exception("Skill System Not Found Number of attacks : " + info.NumberOfAttack + " Skillname: " + ObjData.Manager.SkillBase[SkillID].Series); break; } //Return information return(info); } catch (Exception ex) { Log.Exception(ex); } return(info); }
public static WorldMgr.character._usingSkill Info(int SkillID, WorldMgr.character Character) { //Create new global information WorldMgr.character._usingSkill info = new WorldMgr.character._usingSkill(); //Wrap our function inside a catcher try { //Set default skill information info.MainSkill = SkillID; info.SkillID = new int[10]; info.FoundID = new int[10]; info.TargetType = new bool[10]; info.NumberOfAttack = NumberAttack(SkillID, ref info.SkillID); info.Targethits = 1; info.Distance = Convert.ToByte(ObjData.Manager.SkillBase[SkillID].Distance); info.Tdistance = 0; info.canUse = true; //Switch on skills series switch (ObjData.Manager.SkillBase[SkillID].Series) { case "SKILL_EU_ROG_TRANSFORMA_MASK_A": break; #region Bicheon #region Smashing Series case "SKILL_CH_SWORD_SMASH_A": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_SMASH_B": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_SMASH_C": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_SMASH_D": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_SMASH_E": info.Instant = 0; info.P_M = false; break; #endregion #region Chain Sword Attack Series case "SKILL_CH_SWORD_CHAIN_A": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_CHAIN_B": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_CHAIN_C": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_CHAIN_D": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_CHAIN_E": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_CHAIN_F": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SWORD_CHAIN_G": info.Instant = 0; info.P_M = false; break; #endregion #region Blade Force Series case "SKILL_CH_SWORD_GEOMGI_A": info.Instant = 0; info.Distance = 4; info.P_M = false; break; case "SKILL_CH_SWORD_GEOMGI_B": info.Instant = 0; info.Distance = 4; info.P_M = false; break; case "SKILL_CH_SWORD_GEOMGI_C": info.Instant = 0; info.Distance = 4; info.P_M = false; break; case "SKILL_CH_SWORD_GEOMGI_D": info.Instant = 0; info.Distance = 4; info.P_M = false; break; case "SKILL_CH_SWORD_GEOMGI_E": info.Instant = 0; info.Distance = 4; info.P_M = false; break; #endregion #region Hidden Blade Series case "SKILL_CH_SWORD_KNOCKDOWN_A": info.Instant = 0; info.P_M = false; info.OzelEffect = 4; break; case "SKILL_CH_SWORD_KNOCKDOWN_B": info.Instant = 0; info.P_M = false; info.Targethits = 3; info.Tdistance = 2; info.OzelEffect = 4; break; case "SKILL_CH_SWORD_KNOCKDOWN_C": info.Instant = 0; info.P_M = false; info.OzelEffect = 4; break; case "SKILL_CH_SWORD_KNOCKDOWN_D": info.Instant = 0; info.P_M = false; info.Targethits = 3; info.Tdistance = 3; info.OzelEffect = 4; break; #endregion #region Killing Heaven Blade Series case "SKILL_CH_SWORD_DOWNATTACK_A": info.Instant = 0; info.P_M = false; info.OzelEffect = 5; break; case "SKILL_CH_SWORD_DOWNATTACK_B": info.Instant = 0; info.P_M = false; info.OzelEffect = 5; break; case "SKILL_CH_SWORD_DOWNATTACK_C": info.Instant = 0; info.P_M = false; info.OzelEffect = 5; break; case "SKILL_CH_SWORD_DOWNATTACK_D": info.Instant = 0; info.P_M = false; info.OzelEffect = 5; break; #endregion #region Sword Dance Series case "SKILL_CH_SWORD_SPECIAL_A": info.Instant = 0; info.Distance = 4; info.P_M = false; info.Targethits = 3; info.Tdistance = 7; break; case "SKILL_CH_SWORD_SPECIAL_B": info.Instant = 0; info.Distance = 4; info.P_M = false; info.Targethits = 3; info.Tdistance = 15; break; case "SKILL_CH_SWORD_SPECIAL_C": info.Instant = 0; info.Distance = 4; info.P_M = false; info.Targethits = 3; info.Tdistance = 15; break; case "SKILL_CH_SWORD_SPECIAL_D": info.Instant = 0; info.Distance = 4; info.P_M = false; info.Targethits = 4; info.Tdistance = 15; break; #endregion #endregion #region Heuksal #region Annihilating Blade Series case "SKILL_CH_SPEAR_PIERCE_A": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_PIERCE_B": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_PIERCE_C": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_PIERCE_D": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_PIERCE_E": info.Instant = 0; info.P_M = false; break; #endregion #region Heuksal Spear Series case "SKILL_CH_SPEAR_FRONTAREA_A": info.Instant = 0; info.P_M = false; info.Targethits = 3; info.Tdistance = 1; break; case "SKILL_CH_SPEAR_FRONTAREA_B": info.Instant = 0; info.P_M = false; info.Targethits = 3; info.Tdistance = 1; break; case "SKILL_CH_SPEAR_FRONTAREA_C": info.Instant = 0; info.P_M = false; info.Targethits = 3; info.Tdistance = 1; break; case "SKILL_CH_SPEAR_FRONTAREA_D": info.Instant = 0; info.P_M = false; info.Targethits = 3; info.Tdistance = 2; break; case "SKILL_CH_SPEAR_FRONTAREA_E": info.Instant = 0; info.P_M = false; info.Targethits = 3; info.Tdistance = 2; break; #endregion #region Soul Departs Spear Series case "SKILL_CH_SPEAR_STUN_A": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_STUN_B": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_STUN_C": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_STUN_D": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_STUN_E": info.Instant = 0; info.P_M = false; break; #endregion #region Ghost Spear Attack Series case "SKILL_CH_SPEAR_ROUNDAREA_A": info.Instant = 0; info.P_M = false; info.Targethits = 5; info.Tdistance = 2; break; case "SKILL_CH_SPEAR_ROUNDAREA_B": info.Instant = 0; info.P_M = false; info.Targethits = 5; info.Tdistance = 3; break; case "SKILL_CH_SPEAR_ROUNDAREA_C": info.Instant = 0; info.P_M = false; info.Targethits = 5; info.Tdistance = 4; break; case "SKILL_CH_SPEAR_ROUNDAREA_D": info.Instant = 0; info.P_M = false; info.Targethits = 5; info.Tdistance = 5; break; #endregion #region Chain Spear Attack Series case "SKILL_CH_SPEAR_CHAIN_A": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_CHAIN_B": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_CHAIN_C": info.Instant = 0; info.P_M = false; info.Targethits = 3; info.Tdistance = 2; break; case "SKILL_CH_SPEAR_CHAIN_D": info.Instant = 0; info.P_M = false; break; case "SKILL_CH_SPEAR_CHAIN_E": info.Instant = 0; info.P_M = false; info.Targethits = 5; info.Tdistance = 3; break; case "SKILL_CH_SPEAR_CHAIN_F": info.Instant = 0; info.P_M = false; info.Targethits = 5; info.Tdistance = 3; break; #endregion #region Flying Dragon Spear Series case "SKILL_CH_SPEAR_SHOOT_A": info.Instant = 0; info.Distance = 6; info.P_M = false; break; case "SKILL_CH_SPEAR_SHOOT_B": info.Instant = 0; info.Distance = 6; info.P_M = false; break; case "SKILL_CH_SPEAR_SHOOT_C": info.Instant = 0; info.Distance = 6; info.P_M = false; break; case "SKILL_CH_SPEAR_SHOOT_D": info.Instant = 0; info.Distance = 6; info.P_M = false; break; #endregion #endregion #region Pacheon #region Anti Devil Bow Series case "SKILL_CH_BOW_CRITICAL_A": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_CRITICAL_B": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_CRITICAL_C": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_CRITICAL_D": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_CRITICAL_E": info.Instant = 2; info.Distance = 7; info.P_M = false; break; #endregion #region Arrow Combo Attack Series case "SKILL_CH_BOW_CHAIN_A": info.NumberOfAttack = 2; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.Instant = 0; info.Distance = 7; info.P_M = false; info.OzelEffect = 5; break; case "SKILL_CH_BOW_CHAIN_B": info.NumberOfAttack = 3; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.Instant = 0; info.Distance = 7; info.OzelEffect = 5; info.P_M = false; break; case "SKILL_CH_BOW_CHAIN_C": info.NumberOfAttack = 4; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.Instant = 0; info.Distance = 7; info.OzelEffect = 5; info.P_M = false; break; case "SKILL_CH_BOW_CHAIN_D": info.NumberOfAttack = 5; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.SkillID[5] = SkillID; info.Instant = 0; info.Distance = 7; info.OzelEffect = 5; info.P_M = false; break; case "SKILL_CH_BOW_CHAIN_E": info.NumberOfAttack = 6; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.SkillID[5] = SkillID; info.SkillID[6] = SkillID; info.Instant = 0; info.Distance = 7; info.OzelEffect = 5; info.P_M = false; break; #endregion #region Autumn Wind Arrow Series case "SKILL_CH_BOW_PIERCE_A": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_PIERCE_B": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_PIERCE_C": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_PIERCE_D": info.Instant = 2; info.Distance = 7; info.P_M = false; break; #endregion #region Explosion Arrow Series case "SKILL_CH_BOW_AREA_A": info.Instant = 2; info.Distance = 7; info.P_M = false; info.Targethits = 4; info.Tdistance = 4; break; case "SKILL_CH_BOW_AREA_B": info.Instant = 2; info.Distance = 7; info.P_M = false; info.Targethits = 4; info.Tdistance = 4; break; case "SKILL_CH_BOW_AREA_C": info.Instant = 2; info.Distance = 7; info.P_M = false; info.Targethits = 4; info.Tdistance = 4; break; case "SKILL_CH_BOW_AREA_D": info.Instant = 2; info.Distance = 7; info.P_M = false; info.Targethits = 4; info.Tdistance = 5; break; #endregion #region Strong Bow Series case "SKILL_CH_BOW_POWER_A": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_POWER_B": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_POWER_C": info.Instant = 2; info.Distance = 7; info.P_M = false; break; case "SKILL_CH_BOW_POWER_D": info.Instant = 2; info.Distance = 7; info.P_M = false; break; #endregion #region Mind Bow Series case "SKILL_CH_BOW_SPECIAL_A": info.Instant = 2; info.Distance = 7; info.P_M = false; info.Targethits = 2; info.Tdistance = 20; break; case "SKILL_CH_BOW_SPECIAL_B": info.Instant = 2; info.Distance = 7; info.P_M = false; info.Targethits = 3; info.Tdistance = 22; break; case "SKILL_CH_BOW_SPECIAL_C": info.Instant = 2; info.Distance = 7; info.P_M = false; info.Targethits = 4; info.Tdistance = 23; break; case "SKILL_CH_BOW_SPECIAL_D": info.Instant = 2; info.Distance = 7; info.P_M = false; info.Targethits = 5; info.Tdistance = 24; break; #endregion #endregion #region Cold #region Snow Storm Series case "SKILL_CH_COLD_GIGONGSUL_A": info.Instant = 2; info.Distance = 5; info.P_M = true; break; case "SKILL_CH_COLD_GIGONGSUL_B": info.Instant = 2; info.Distance = 5; info.P_M = true; info.Targethits = 5; info.Tdistance = 6; break; case "SKILL_CH_COLD_GIGONGSUL_C": info.Instant = 2; info.Distance = 5; info.P_M = true; break; case "SKILL_CH_COLD_GIGONGSUL_D": info.Instant = 2; info.Distance = 5; info.P_M = true; info.Targethits = 5; info.Tdistance = 7; break; #endregion #endregion #region Light #region Lion Shout Series case "SKILL_CH_LIGHTNING_CHUNDUNG_A": case "SKILL_CH_LIGHTNING_CHUNDUNG_B": case "SKILL_CH_LIGHTNING_CHUNDUNG_C": case "SKILL_CH_LIGHTNING_CHUNDUNG_D": case "SKILL_CH_LIGHTNING_CHUNDUNG_E": info.Instant = 0; info.Distance = 6; info.P_M = true; info.Targethits = 3; info.Tdistance = 2; break; #endregion #region Thunderbolt Force Series case "SKILL_CH_LIGHTNING_STORM_A": case "SKILL_CH_LIGHTNING_STORM_B": case "SKILL_CH_LIGHTNING_STORM_C": case "SKILL_CH_LIGHTNING_STORM_D": info.Instant = 2; info.Distance = 6; info.P_M = true; info.Targethits = 3; info.Tdistance = 10; break; #endregion #endregion #region Fire #region Flame Wave Series case "SKILL_CH_FIRE_GIGONGSUL_A": case "SKILL_CH_FIRE_GIGONGSUL_B": case "SKILL_CH_FIRE_GIGONGSUL_D": case "SKILL_CH_FIRE_GIGONGSUL_E": info.Instant = 2; info.Distance = 6; info.P_M = true; break; case "SKILL_CH_FIRE_GIGONGSUL_F": case "SKILL_CH_FIRE_GIGONGSUL_C": info.Instant = 2; info.Distance = 6; info.P_M = true; info.Targethits = 3; info.Tdistance = 6; break; #endregion #endregion #region Force case "SKILL_CH_WATER_CURE_A": case "SKILL_CH_WATER_CURE_B": case "SKILL_CH_WATER_CURE_C": case "SKILL_CH_WATER_CURE_D": case "SKILL_CH_WATER_CURE_E": case "SKILL_CH_WATER_CURE_F": case "SKILL_CH_WATER_HEAL_A": case "SKILL_CH_WATER_HEAL_B": case "SKILL_CH_WATER_HEAL_C": case "SKILL_CH_WATER_HEAL_D": case "SKILL_CH_WATER_HEAL_E": case "SKILL_CH_WATER_HEAL_F": if (Character.Action.Object != null || Character.Action.Object.GetType().ToString() == "CLGameServer.PlayerMgr") info.canUse = false; break; case "SKILL_CH_WATER_CANCEL_A": case "SKILL_CH_WATER_CANCEL_B": case "SKILL_CH_WATER_CANCEL_C": case "SKILL_CH_WATER_CANCEL_D": case "SKILL_CH_WATER_CANCEL_E": case "SKILL_CH_WATER_CANCEL_F": case "SKILL_CH_WATER_CANCEL_G": case "SKILL_CH_WATER_CANCEL_H": if (Character.Action.Object != null || Character.Action.Object.GetType().ToString() == "CLGameServer.PlayerMgr") info.canUse = false; break; case "SKILL_CH_WATER_RESURRECTION_A": case "SKILL_CH_WATER_RESURRECTION_B": case "SKILL_CH_WATER_RESURRECTION_C": case "SKILL_CH_WATER_RESURRECTION_D": case "SKILL_CH_WATER_RESURRECTION_E": if (Character.Action.Object != null || Character.Action.Object.GetType().ToString() == "CLGameServer.PlayerMgr") info.canUse = false; break; #endregion #region Europe #region Europe Wizard #region Earth case "SKILL_EU_WIZARD_EARTHA_POINT_A": info.Instant = 1; info.Distance = 5; info.P_M = true; info.Targethits = 5; info.Tdistance = 10; break; case "SKILL_EU_WIZARD_EARTHA_POINT_B": info.Instant = 1; info.Distance = 5; info.P_M = true; info.Targethits = 5; info.Tdistance = 10; break; case "SKILL_EU_WIZARD_EARTHA_AREA_A": info.Instant = 1; info.Distance = 5; info.P_M = true; info.Targethits = 5; info.Tdistance = 10; break; case "SKILL_EU_WIZARD_EARTHA_AREA_B": info.Instant = 1; info.Distance = 5; info.P_M = true; info.Targethits = 5; info.Tdistance = 10; break; #endregion #region Cold case "SKILL_EU_WIZARD_COLDA_POINT_A": info.Instant = 1; info.Distance = 5; info.P_M = true; break; case "SKILL_EU_WIZARD_COLDA_POINT_B": info.NumberOfAttack = 3; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.Instant = 1; info.Distance = 5; info.P_M = true; break; case "SKILL_EU_WIZARD_COLDA_AREA_A": info.Instant = 1; info.Distance = 15; info.P_M = true; info.Targethits = 5; info.Tdistance = 10; break; case "SKILL_EU_WIZARD_COLDA_AREA_B": info.Instant = 1; info.Distance = 5; info.P_M = true; info.Targethits = 5; info.Tdistance = 10; break; #endregion #region Fire case "SKILL_EU_WIZARD_FIREA_POINT_A": info.Instant = 1; info.Distance = 15; info.P_M = true; break; case "SKILL_EU_WIZARD_FIREA_SPRAY_A": info.NumberOfAttack = 7; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.SkillID[5] = SkillID; info.SkillID[6] = SkillID; info.SkillID[7] = SkillID; info.Instant = 1; info.Distance = 15; info.P_M = true; info.Targethits = 3; info.Tdistance = 10; break; case "SKILL_EU_WIZARD_FIREA_POINT_B": info.Instant = 1; info.Distance = 15; info.P_M = true; info.Targethits = 3; info.Tdistance = 10; break; case "SKILL_EU_WIZARD_FIREA_SPRAY_B": info.NumberOfAttack = 7; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.SkillID[5] = SkillID; info.SkillID[6] = SkillID; info.SkillID[7] = SkillID; info.Instant = 1; info.Distance = 15; info.P_M = true; info.Targethits = 3; info.Tdistance = 10; break; #endregion #region Light case "SKILL_EU_WIZARD_PSYCHICA_LIGHT_A": info.Instant = 1; info.Distance = 15; info.P_M = true; info.Targethits = 2; info.Tdistance = 10; break; case "SKILL_EU_WIZARD_PSYCHICA_AREA_A": info.NumberOfAttack = 6; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.SkillID[5] = SkillID; info.SkillID[6] = SkillID; info.Instant = 1; info.Distance = 15; info.P_M = true; info.Targethits = 5; info.Tdistance = 10; break; case "SKILL_EU_WIZARD_PSYCHICA_LIGHT_B": info.Instant = 1; info.Distance = 15; info.P_M = true; info.Targethits = 3; info.Tdistance = 10; break; case "SKILL_EU_WIZARD_PSYCHICA_AREA_B": info.NumberOfAttack = 6; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.SkillID[5] = SkillID; info.SkillID[6] = SkillID; info.Instant = 1; info.Distance = 15; info.P_M = true; info.Targethits = 5; info.Tdistance = 10; break; #endregion #endregion #region Europe Warrior #region Axe case "SKILL_EU_WARRIOR_DUALA_CROSS_A": info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_DUALA_TWIST_A": info.NumberOfAttack = 2; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_DUALA_STUN_A": info.Instant = 0; info.Targethits = 3; info.P_M = false; break; case "SKILL_EU_WARRIOR_DUALA_COUNTER_A": info.NumberOfAttack = 3; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.Instant = 0; info.Targethits = 3; info.P_M = false; break; case "SKILL_EU_WARRIOR_DUALA_WHIRLWIND_A": info.NumberOfAttack = 4; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.Instant = 0; info.Targethits = 3; info.P_M = false; break; case "SKILL_EU_WARRIOR_DUALA_TWIST_B": info.NumberOfAttack = 3; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_DUALA_COUNTER_B": info.NumberOfAttack = 4; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.Instant = 0; info.Targethits = 3; info.P_M = false; break; case "SKILL_EU_WARRIOR_DUALA_WHIRLWIND_B": info.NumberOfAttack = 5; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.SkillID[5] = SkillID; info.Instant = 0; info.Targethits = 3; info.P_M = false; break; #endregion #region Two-Handed case "SKILL_EU_WARRIOR_TWOHANDA_DASH_A": info.Instant = 0; info.Targethits = 3; info.P_M = false; break; case "SKILL_EU_WARRIOR_TWOHANDA_RISING_A": info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_TWOHANDA_CHARGE_A": info.NumberOfAttack = 2; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_TWOHANDA_CRY_A": info.Targethits = 3; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_TWOHANDA_CHARGE_B": info.NumberOfAttack = 3; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_TWOHANDA_CRY_B": info.NumberOfAttack = 2; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.Instant = 0; info.P_M = false; break; #endregion #region One-Handed case "SKILL_EU_WARRIOR_ONEHANDA_STRIKE_A": info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_ONEHANDA_SHIELD_A": info.Instant = 0; info.Targethits = 3; info.P_M = false; break; case "SKILL_EU_WARRIOR_ONEHANDA_PIERCE_A": info.NumberOfAttack = 2; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_ONEHANDA_CRITICAL_A": info.Instant = 0; info.NumberOfAttack = 2; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.P_M = false; break; case "SKILL_EU_WARRIOR_ONEHANDA_SHIELD_B": info.NumberOfAttack = 2; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.Targethits = 3; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_ONEHANDA_PIERCE_B": info.NumberOfAttack = 4; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_WARRIOR_ONEHANDA_CRITICAL_B": info.NumberOfAttack = 4; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.Instant = 0; info.P_M = false; break; #endregion #region Warrior Others case "SKILL_EU_WARRIOR_FRENZYA_TOUNT_A": info.Instant = 0; info.P_M = false; info.Distance = 15; info.Targethits = 3; break; case "SKILL_EU_WARRIOR_FRENZYA_TOUNT_SPRINT_A": info.Instant = 0; info.P_M = false; info.Distance = 15; break; #endregion #endregion #region Europe Rogue #region Rogue case "SKILL_EU_ROG_BOWA_FAST_A": info.Instant = 0; break; case "SKILL_EU_ROG_BOWA_FAST_B": info.Instant = 0; break; case "SKILL_EU_ROG_BOWA_POWER_A": case "SKILL_EU_ROG_BOWA_POWER_B": case "SKILL_EU_ROG_BOWA_RANGE_A": case "SKILL_EU_ROG_BOWA_RANGE_B": case "SKILL_EU_ROG_BOWA_KNOCK_A": case "SKILL_EU_ROG_BOWA_KNOCK_B": info.Instant = 1; break; #endregion #region Dagger case "SKILL_EU_ROG_DAGGERA_CHAIN_A": info.NumberOfAttack = 2; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_ROG_DAGGERA_WOUND_A": info.NumberOfAttack = 2; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_ROG_DAGGERA_SCREW_A": info.Instant = 0; info.P_M = false; break; case "SKILL_EU_ROG_DAGGERA_SLASH_A": info.NumberOfAttack = 3; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_ROG_STEALTHA_ATTACK_A": info.Instant = 0; info.P_M = false; break; case "SKILL_EU_ROG_DAGGERA_WOUND_B": info.NumberOfAttack = 3; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.Instant = 0; info.P_M = false; break; case "SKILL_EU_ROG_DAGGERA_SLASH_B": info.NumberOfAttack = 5; info.SkillID[1] = SkillID; info.SkillID[2] = SkillID; info.SkillID[3] = SkillID; info.SkillID[4] = SkillID; info.SkillID[5] = SkillID; info.Instant = 0; info.P_M = false; break; #endregion #endregion #endregion default: //Set default for skills that havent been added info.Targethits = info.NumberOfAttack; info.Tdistance = 0; info.Instant = 2; info.P_M = false; info.canUse = true; //Write info if skill not added Log.Exception("Skill System Not Found Number of attacks : " + info.NumberOfAttack + " Skillname: " + ObjData.Manager.SkillBase[SkillID].Series); break; } //Return information return info; } catch (Exception ex) { Log.Exception(ex); } return info; }