示例#1
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#2
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#3
0
        public override int GetCooldowntime(GSkill skill)
        {
            int skill_t0 = skill.GetT0();
            int skill_t3 = skill.GetT3();

            return((int)(((120000 - 15000 * skill_t0)) - skill_t3 * 2400.0f));
        }