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Sep 22nd, 2014
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  1. /skill 1
  2. new Float:WindWalkTime[9]={0.0,1.5,2.0,2.5,3.0,3.5,4.0,4.5,5.0};
  3. new Float:WindWalkspeed[9]={1.0,1.075,1.1,1.13,1.18,1.2,1.3,1.4,1.5};
  4. new Float:AbilityCooldownTime[9]={0.0,35.0,33.0,30.0,28.0,25.0,28.0,20.0,15.0};
  5. new bool:bWinded[66];
  6. new String:ww_on[]="npc/scanner/scanner_nearmiss1.wav";
  7. new String:ww_off[]="npc/scanner/scanner_nearmiss2.wav";
  8.  
  9. //skill 2
  10. //new String:mImage[256];
  11. new Float:MirrorImageTimer[9]={0.0,1.0,1.4,1.8,2.2,2.6,3.0,3.4,3.8};
  12. new Float:MirrorImageChance[9]={0.0,0.4,0.06,0.010,0.15,0.2,0.25,0.3,0.4};
  13.  
  14. //skill 3
  15. new Float:CriticalPercent[9]={0.0,0.06,0.08,0.10,0.12,0.14,0.15,0.2,0.3};
  16. new Float:CriticalChance[9]={0.0,0.4,0.06,0.08,0.10,0.15,0.25,0.3,0.4};
  17.  
  18. //ultimate
  19. new Handle:ultCooldownCvar;
  20. new OverloadDuration=30; //HIT TIMES, DURATION DEPENDS ON TIMER
  21. new OverloadRadius=200;
  22. new OverloadDamagePerHit[9]={0,8,9,10,11,12,13,14,15};
  23. new Float:OverloadDamageIncrease[9]={1.0,1.015,1.018,1.021,1.024,1.027,1.030,1.033,1.035};
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