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); }
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_t3 = skill.GetT3(); return((int)(((120000 - 15000 * skill_t0)) - skill_t3 * 2400.0f)); }