示例#1
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper player       = skill.GetPlayer();
            GPlayerWrapper victim       = skill.GetVictim();
            int            player_maxhp = player.GetMaxhp();
            int            skill_level  = skill.GetLevel();
            int            skill_t0     = skill.GetT0();
            int            skill_t1     = skill.GetT1();
            int            skill_t2     = skill.GetT2();
            int            skill_t3     = skill.GetT3();

            /*
             * victim.SetProbability(120.0f);
             * v16 = 1000 * skill_t0 + 10000;
             * if ( skill_t1 < skill_t2 )
             * {
             * if ( skill_t2 < skill_t3 )
             * v13 = (v16 + skill_t3);
             * else
             * t = ((v16 + skill_t2));
             * }
             * else
             * {
             * if ( skill_t1 < skill_t3 )
             * v14 = (v16 + skill_t3);
             * else
             * t = ((v16 + skill_t1));
             * }
             * victim.SetTime(t);
             * victim.SetValue((player_maxhp * (skill_level * 0.05f)));
             * victim.SetBuxiu(true);
             */
            return(true);
        }
示例#2
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper victim      = skill.GetVictim();
            int            skill_level = skill.GetLevel();
            int            skill_t0    = skill.GetT0();
            int            skill_t1    = skill.GetT1();

            /*
             * victim.SetProbability(120.0f);
             * victim.SetTime(((2000 * skill_level + 8000)));
             * victim.SetBuffid(1);
             * victim.SetValue(4.0f);
             * victim.SetAddspeed(true);
             * victim.SetProbability(((33 * skill_t1 + 1)));
             * victim.SetRatio(2.0f);
             * victim.SetAmount(0.0f);
             * victim.SetValue(0.0f);
             * victim.SetDispel(true);
             * if ( zrand(100) >= 10 * skill_t0 )
             * v20 = 0.0f;
             * else
             * victim.SetRatio(4010.0f);
             * victim.SetAmount(0.0f);
             * victim.SetValue(0.0f);
             * victim.SetClearcooldown(true);
             */
            return(true);
        }
示例#3
0
        public override bool BlessMe(GSkill skill)
        {
            GPlayerWrapper player         = skill.GetPlayer();
            GPlayerWrapper victim         = skill.GetVictim();
            int            skill_level    = skill.GetLevel();
            int            skill_t0       = skill.GetT0();
            int            skill_t1       = skill.GetT1();
            int            skill_t3       = skill.GetT3();
            int            skill_charging = skill.GetCharging();

            /*
             * victim.SetProbability(120.0f);
             * victim.SetTime(((1000 * skill_t3 + (10000 * (skill_charging / 0x12C0) + (5000 * skill_t0 + (10000 * (skill_level + player.GetCyclemembercnt())))) - 10000)));
             * victim.SetRatio(((player.GetCyclemembercnt() + (skill_t1 + skill_level) - 1)));
             * victim.SetBuffid(0);
             * victim.SetAmount(3604.0f);
             * victim.SetValue(2.0f);
             * victim.SetCycle(true);
             * victim.SetTime(900.0f);
             * victim.SetRatio(0.0f);
             * victim.SetAmount(0.0f);
             * victim.SetValue(0.0f);
             * victim.SetEvilaura(true);
             * if ( zrand(100) >= 2 * player.GetSkilllevel(3759) )
             * d = 218.0f;
             * else
             * victim.SetRatio(3449.0f);
             * victim.SetAmount(218.0f);
             * victim.SetValue(218.0f);
             * victim.SetClearcooldown(true);
             */
            return(true);
        }
示例#4
0
        public override int GetCooldowntime(GSkill skill)
        {
            int skill_t0 = skill.GetT0();
            int skill_t1 = skill.GetT1();
            int skill_t2 = skill.GetT2();

            return(3600000 * (skill_t2 + skill_t1 + skill_t0) + 2000);;
        }
示例#5
0
        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.SetPasincmp((skill_level * (skill_t0 * 0.03f) + (skill_level * 0.07000000000000001f)));
            player.SetPasaddsmite((skill_level * (skill_t1 * 0.02f)));
            return(true);
        }
示例#6
0
        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.SetPasincmpgen(skill_level * (skill_t0 * 0.15f + 0.3f));
            player.SetPasaddhp(20 * skill_level * skill_t1);
            return(true);
        }
示例#7
0
        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.SetPasaddsilent(((skill_t0 * 0.3f + 1.0f) * ((9 * skill_level))));
            player.SetPasinccrit((skill_level * (skill_t1 * 0.002f) + 0.0001f));
            return(true);
        }
示例#8
0
        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.SetPasaddweak((((3 * skill_t0 + 9) * skill_level)));
            player.SetPasaddhp(((20 * skill_t1 * skill_level)));
            player.SetPasdecfatalratio((skill_level * 0.0101f));
            return(true);
        }
示例#9
0
            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);
            }
示例#10
0
        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);
        }
示例#11
0
        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);
        }
示例#12
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper victim      = skill.GetVictim();
            int            skill_level = skill.GetLevel();
            int            skill_t0    = skill.GetT0();
            int            skill_t1    = skill.GetT1();

            victim.SetProbability(120.0f);
            victim.SetTime(((600000 * skill_t1 + 1800000)));
            victim.SetRatio(((skill_t0 * 0.25f + 1.0f) * (skill_level * 0.01f)));
            victim.SetBuffid(2);
            victim.SetIncattack(true);
            return(true);
        }
示例#13
0
        public override bool StateAttack(GSkill skill)
        {
            GPlayerWrapper victim      = skill.GetVictim();
            int            skill_level = skill.GetLevel();
            int            skill_t1    = skill.GetT1();

            victim.SetProbability(120.0f);
            victim.SetTime(((3000 * skill_t1 + (5000 * skill_level))));
            victim.SetRatio(1.0f);
            victim.SetBuffid(0);
            victim.SetAmount(0.0f);
            victim.SetValue((skill_level * 0.3f));
            victim.SetGuishen2debuff(true);
            victim.SetProbability(120.0f);
            victim.SetTime(((3000 * skill_t1 + (5000 * skill_level))));
            victim.SetValue(((5 * skill_level)));
            victim.SetCrippleddebuff(true);
            victim.SetProbability(120.0f);
            victim.SetTime(((5000 * skill_t1)));
            victim.SetRatio((skill_t1 * 0.1f));
            victim.SetBuffid(1);
            victim.SetDecskilldodge(true);
            return(true);
        }
示例#14
0
文件: Skill790.cs 项目: amusegame/sdk
        public override int GetCooldowntime(GSkill skill)
        {
            int skill_t1 = skill.GetT1();

            return(60000 - 5000 * skill_t1);
        }