where do u code the skills into i have the skills added into the skilladder but where do u code the effect of the skill like reflect
does anyone know the StatusEffectEn for reflect
does anyone know the StatusEffectEn for reflect
Quote:
no i mean like Cyclone = 0x800000, but for reflect
}
else if (COServer_Project.MyMath.PointDistance(PosX, PosY, Target.LocX, Target.LocY) <= MinRange)
if (Target.Alive)
{
if (COServer_Project.Other.ChanceSuccess(50) || MType == 1)
{
if (Target.PackedSkills.Contains("3060"))
{
if (Other.ChanceSuccess(30))
{
Target.ReflectOn = true;
}
else
{
Target.ReflectOn = false;
}
}
double reborn = 1;
if (Target.RBCount == 1)
{
reborn = 0.7;
}
if (Target.RBCount == 2)
{
reborn = 0.4;
}
double DMG = General.Rand.Next((int)MinAtk, (int)MaxAtk) - ((int)Target.Defense + (int)Target.Level);
DMG *= reborn;
if (DMG < 1)
DMG = 1;
if (Target.GetHitDie((uint)DMG))
{
if (MType == 1)
{
World.MobAttacksCharSkill(this, Target, (uint)DMG, 8036, 0);
if (Target.PKPoints > 100)
{
Target.Teleport(6000, 028, 071);
World.SendMsgToAll(Target.Name + " was captured and sent to jail.", "SYSTEM", 2000);
World.SendMsgToAll(Target.Name + " was captured and sent to jail.", "SYSTEM", 2011);
}
}
if (MType == 4)
World.MobAttacksCharSkill(this, Target, (uint)DMG, 1000, 0);
if (MType == 8)
World.MobAttacksCharSkill(this, Target, (uint)DMG, 1290, 4);
if (MType == 6)
World.MobAttacksCharSkill(this, Target, (uint)DMG, 1000, 3);
if (MType == 9)
World.MobAttacksCharSkill(this, Target, (uint)DMG, 8036, 0);
if (MType == 10)
World.MobAttacksCharSkill(this, Target, (uint)DMG, 8036, 0);
if (MType == 11)
World.MobAttacksCharSkill(this, Target, (uint)DMG, 8036, 0);
else
{
if (Target.LuckTime >= 1)
{
if (COServer_Project.Other.ChanceSuccess(3))
{
DMG = 0;
Target.MyClient.SendPacket(General.MyPackets.SendMsg(Target.MyClient.MessageId, "SYSTEM", Target.Name, "LuckyTime! You were immune to the damage of the hit!", 2020));
foreach (DictionaryEntry DE in COServer_Project.World.AllChars)
{
COServer_Project.Character Chaar = (COServer_Project.Character)DE.Value;
if (Chaar.Name != Target.Name)
if (Chaar.LocMap == Target.LocMap)
if (COServer_Project.MyMath.PointDistance(Chaar.LocX, Chaar.LocY, Target.LocX, Target.LocY) < 20)
Chaar.MyClient.SendPacket(General.MyPackets.String(Target.UID, 10, "LuckyGuy"));
}
Target.MyClient.SendPacket(General.MyPackets.String(Target.UID, 10, "LuckyGuy"));
World.MobAttacksChar(this, Target, 2, (uint)DMG);
}
else
World.MobAttacksChar(this, Target, 2, (uint)DMG);
}
if (Target.ReflectOn == true)
{
Target.CurHP -= 0;
this.CurHP -= (uint)DMG;
foreach (DictionaryEntry DE in COServer_Project.World.AllChars)
{
Target.CurHP -= 0;
this.CurHP -= (uint)DMG;
COServer_Project.Character Chaar = (COServer_Project.Character)DE.Value;
if (Chaar.Name != Target.Name)
if (Chaar.LocMap == Target.LocMap)
if (COServer_Project.MyMath.PointDistance(Chaar.LocX, Chaar.LocY, Target.LocX, Target.LocY) < 20)
Chaar.MyClient.SendPacket(General.MyPackets.String(Target.UID, 10, "MagicReflect"));
}
Target.MyClient.SendPacket(General.MyPackets.String(Target.UID, 10, "MagicReflect"));
DMG = 0;
}
else
World.MobAttacksChar(this, Target, 2, (uint)DMG);
}
World.MobAttacksChar(this, Target, 14, (uint)DMG);
}
else
{
if (MType == 1)
World.MobAttacksCharSkill(this, Target, (uint)DMG, 8036, 0);
if (MType == 8)
World.MobAttacksCharSkill(this, Target, (uint)DMG, 1290, 4);
if (MType == 9)
World.MobAttacksCharSkill(this, Target, (uint)DMG, 8036, 0);
if (MType == 4)
World.MobAttacksCharSkill(this, Target, (uint)DMG, 1000, 0);
if (MType == 6)
World.MobAttacksCharSkill(this, Target, (uint)DMG, 1000, 3);
if (MType == 10)
World.MobAttacksCharSkill(this, Target, (uint)DMG, 8036, 0);
if (MType == 11)
World.MobAttacksCharSkill(this, Target, (uint)DMG, 8036, 0);
else
{
if (Target.LuckTime >= 1)
{
if (COServer_Project.Other.ChanceSuccess(3))
{
DMG = 0;
Target.MyClient.SendPacket(General.MyPackets.SendMsg(Target.MyClient.MessageId, "SYSTEM", Target.Name, "LuckyTime! You were immune to the damage of the hit!", 2020));
foreach (DictionaryEntry DE in COServer_Project.World.AllChars)
{
COServer_Project.Character Chaar = (COServer_Project.Character)DE.Value;
if (Chaar.Name != Target.Name)
if (Chaar.LocMap == Target.LocMap)
if (COServer_Project.MyMath.PointDistance(Chaar.LocX, Chaar.LocY, Target.LocX, Target.LocY) < 20)
Chaar.MyClient.SendPacket(General.MyPackets.String(Target.UID, 10, "LuckyGuy"));
}
Target.MyClient.SendPacket(General.MyPackets.String(Target.UID, 10, "LuckyGuy"));
World.MobAttacksChar(this, Target, 2, (uint)DMG);
}
else
World.MobAttacksChar(this, Target, 2, (uint)DMG);
}
if (Target.ReflectOn)
{
Target.CurHP -= 0;
this.CurHP -= (uint)DMG;
foreach (DictionaryEntry DE in COServer_Project.World.AllChars)
{
Target.CurHP -= 0;
this.CurHP -= (uint)DMG;
COServer_Project.Character Chaar = (COServer_Project.Character)DE.Value;
if (Chaar.Name != Target.Name)
if (Chaar.LocMap == Target.LocMap)
if (COServer_Project.MyMath.PointDistance(Chaar.LocX, Chaar.LocY, Target.LocX, Target.LocY) < 20)
Chaar.MyClient.SendPacket(General.MyPackets.String(Target.UID, 10, "MagicReflect"));
}
Target.MyClient.SendPacket(General.MyPackets.String(Target.UID, 10, "MagicReflect"));
DMG = 0;
}
else
World.MobAttacksChar(this, Target, 2, (uint)DMG);
}
}
Target = null;
}
}
else
{
Target = null;
}
}