public override int GetCoverage(GSkill skill) { int skill_level = skill.GetLevel(); int skill_t2 = skill.GetT2(); return(4 * skill_t2 + (skill_level / 2) + 20); }
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); }
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);; }
public override bool StateAttack(GSkill skill) { GPlayerWrapper victim = skill.GetVictim(); int skill_t2 = skill.GetT2(); victim.SetProbability(((20 * skill_t2))); victim.SetBreakcasting(true); return(true); }
public override bool BlessMe(GSkill skill) { GPlayerWrapper player = skill.GetPlayer(); GPlayerWrapper victim = skill.GetVictim(); int player_var2 = player.GetVar2(); int skill_level = skill.GetLevel(); int skill_t2 = skill.GetT2(); victim.SetProbability(((100 * player_var2))); victim.SetTime(((1800000 * norm(skill_t2)))); victim.SetRatio(0.0f); victim.SetBuffid(5); victim.SetValue(((100 * skill_t2 * skill_level))); victim.SetTiangu(true); return(true); }