public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(((3600000 * D2INT(skill_level / 10 + 1)))); victim.SetRatio(((skill_level - 10 * D2INT(skill_level / 10)) * 0.05f)); victim.SetBuffid(5); victim.SetInccrithurt(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(120.0f); victim.SetBuffid(1); victim.SetAmount(((15 * skill_level))); victim.SetValue(2.0f); victim.SetBarmpgen(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(120.0f); victim.SetTime(6000.0f); victim.SetBuffid(1); victim.SetValue((skill_level * 0.5f)); victim.SetAddspeed(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(600.0f); victim.SetTime(12000.0f); victim.SetRatio((skill_level * 0.04f)); victim.SetBuffid(0); victim.SetWeak(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(120.0f); victim.SetRatio(0.050000001f); victim.SetBuffid(1); victim.SetValue(((2 * skill_level))); victim.SetVipguilin(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(((12 * skill_level + 30))); victim.SetTime(((6000 * norm(skill_level / 4.9f) + (2000 * skill_level) + 30100))); victim.SetBuffid(4); victim.SetAmount(((66 * norm(skill_level / 4.9f) + (34 * (norm(skill_level / 3.9f) + skill_level)) + 512))); victim.SetCycsubdefence(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(((1000 * skill_level + 8100))); victim.SetBuffid(2); victim.SetValue(((15 * skill_level))); victim.SetSubanti(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(600000.0f); victim.SetBuffid(9); victim.SetValue(((norm((skill_level / 90)) * 0.5f + (norm(skill_level / 60) * 0.5f + (norm(skill_level / 30) * 0.5f + 1.0f))) * ((2 * skill_level)))); victim.SetAdddefence(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(((3600000 * D2INT(skill_level / 10 + 1)))); victim.SetBuffid(5); victim.SetValue(((25 * (skill_level - 10 * D2INT(skill_level / 10))))); victim.SetAdddefence(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(skill_level); victim.SetTime(12000.0f); victim.SetDiet(true); victim.SetProbability(-1.0f); victim.SetTime(12000.0f); victim.SetSilent(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetRatio(0.0f); victim.SetValue(((skill_level + 3) * (player_maxhp * 0.01f))); victim.SetHeal(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); victim.SetProbability(((1.0f - player_level * 0.002f) * ((2 * skill_t0 + (5 * skill_level) + 35)))); victim.SetTime(((4000 * skill_level + 4100))); victim.SetBarehanded(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(((6 * skill_level))); victim.SetTime(8000.0f); victim.SetRatio(0.0f); victim.SetAmount(10.0f); victim.SetValue(((6 * skill_level + 32))); victim.SetBloodshield(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); victim.SetTime(((5000 * skill_level))); victim.SetRatio(1.0f); victim.SetAmount(player_maxhp); victim.SetDechurt(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(120.0f); victim.SetTime(15000.0f); victim.SetRatio(skill_level); victim.SetAmount(0.0f); victim.SetValue(100.0f); victim.SetRetort(true); return(true); }
public override bool BlessMe(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_maxhp = player.GetMaxhp(); int skill_level = skill.GetLevel(); victim.SetProbability(((2 * skill_level))); victim.SetRatio(0.0f); victim.SetValue(((skill_level * (skill_level * 0.01f) + 0.25f) * player_maxhp)); victim.SetHeal(true); return(true); }
public override bool BlessMe(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_hp = player.GetHp(); int skill_level = skill.GetLevel(); victim.SetProbability(120.0f); victim.SetRatio(0.0f); victim.SetValue((player_hp * (skill_level * 0.01f))); victim.SetHeal(true); return(true); }
public override bool TakeEffect(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); player.SetPasaddattack(skill_level * (player_level * 0.1f)); player.SetPasincattack((skill_level / 2) * (skill_t0 * 0.01f)); player.SetPasadddefence(skill_level * skill_t1); 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 victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(((2000 * skill_level + 10100))); victim.SetRatio(1.0f); victim.SetAmount(((2 * norm(skill_level / 4.9f) + (norm(skill_level / 3.9f) + skill_level)))); victim.SetValue(((skill_level * skill_level + (4 * skill_level) + 8))); victim.SetFrenzied(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(12000.0f); victim.SetBuffid(1); victim.SetAmount((((skill_level * 0.4f + 0.8f) * (D2INT((zrand(5 * skill_level + 100)) / 100)) + 1.0f) * ((420 * skill_level)))); victim.SetValue(0.0f); victim.SetHpleak(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(120.0f); victim.SetTime(15000.0f); victim.SetRatio(1.0f); victim.SetAmount(12.0f); victim.SetValue(((18 * skill_level + 12))); victim.SetFrenzied(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); victim.SetProbability(((3 * skill_t0 + 50))); victim.SetTime(20000.0f); victim.SetRatio((skill_level * 0.2f)); victim.SetBuffid(1); victim.SetDeccrithurt(true); return(true); }
public override bool TakeEffect(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); player.SetPasaddsmite((skill_level * (skill_t1 * 0.01f))); player.SetPasinchpgen((skill_t0 * (skill_level * 0.2f) + (skill_level * 0.5f))); player.SetPasaddattack(((skill_level * skill_t1))); player.SetPasadddodge(((skill_level * skill_t1))); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); victim.SetProbability(((5 * skill_level + 15))); victim.SetTime(((3000 * skill_level + 3100))); victim.SetRatio((skill_level * 0.05f + (skill_t0 * 0.05f + 0.25f))); victim.SetBuffid(0); victim.SetSlow(true); return(true); }
public override bool TakeEffect(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_level = player.GetLevel(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); player.SetPasaddhp((player_level * (skill_level * 0.95f))); player.SetPasaddmp(((skill_t0 * 0.3f + 1.0f) * (player_level * (skill_level * 0.95f)))); player.SetPasinccrit((skill_level * (skill_t1 * 0.002f) + 0.0001f)); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(100.0f); victim.SetTime(4000.0f); victim.SetBuffid(1); victim.SetAmount(((200 * skill_level))); victim.SetValue(0.0f); victim.SetHpleak(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(((12 * skill_level))); victim.SetTime(((2000 * skill_level + 4100))); victim.SetBarehanded(true); victim.SetProbability(-1.0f); victim.SetRatio((skill_level * 0.15f)); victim.SetDrainmagic(true); return(true); }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_level = skill.GetLevel(); victim.SetProbability(((6 * skill_level))); victim.SetTime(12000.0f); victim.SetBuffid(1); victim.SetAmount(1.0f); victim.SetValue(((550 * skill_level * skill_level + (50 * skill_level)))); victim.SetSubhp(true); return(true); }
public override void Calculate(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); int player_level = player.GetLevel(); int player_def = player.GetDef(); int skill_level = skill.GetLevel(); int skill_t0 = skill.GetT0(); int skill_t1 = skill.GetT1(); skill.SetRatio((D2INT(player_level / (9 - skill_level)) * 0.01f + (skill_level * 0.06f + (skill_t0 * 0.1f + 1.0f)))); skill.SetPlus((player_def * (skill_t1 * 0.03f) + ((215 * skill_level)))); player.SetPerform(1); }