Add missing Skill Stubs

This commit is contained in:
Chomper9981
2026-03-03 17:33:29 +07:00
parent 22b97e3321
commit 3a77c2e073
4964 changed files with 434421 additions and 794 deletions
@@ -166,6 +166,9 @@ namespace BrewMonster
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => (float)(skill.GetPlayer().GetRange());
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
public override int GetRequiredMoney(Skill skill) => RequiredMoneyArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: cdb9f17f476ea41a8bacb9a3a907b38f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,525 @@
using BrewMonster.Scripts.Skills;
using UnityEngine;
namespace BrewMonster
{
public static partial class SkillStubs
{
// Skill stub declarations
public static Skill2172Stub __stub_Skill2172Stub = new Skill2172Stub();
public static Skill2173Stub __stub_Skill2173Stub = new Skill2173Stub();
public static Skill2174Stub __stub_Skill2174Stub = new Skill2174Stub();
public static Skill2175Stub __stub_Skill2175Stub = new Skill2175Stub();
public static Skill2176Stub __stub_Skill2176Stub = new Skill2176Stub();
public static Skill2177Stub __stub_Skill2177Stub = new Skill2177Stub();
public static Skill2178Stub __stub_Skill2178Stub = new Skill2178Stub();
public static Skill2179Stub __stub_Skill2179Stub = new Skill2179Stub();
public static Skill2180Stub __stub_Skill2180Stub = new Skill2180Stub();
public static Skill2181Stub __stub_Skill2181Stub = new Skill2181Stub();
public static Skill2182Stub __stub_Skill2182Stub = new Skill2182Stub();
public static Skill2183Stub __stub_Skill2183Stub = new Skill2183Stub();
public static Skill2184Stub __stub_Skill2184Stub = new Skill2184Stub();
public static Skill2185Stub __stub_Skill2185Stub = new Skill2185Stub();
public static Skill2186Stub __stub_Skill2186Stub = new Skill2186Stub();
public static Skill2187Stub __stub_Skill2187Stub = new Skill2187Stub();
public static Skill2188Stub __stub_Skill2188Stub = new Skill2188Stub();
public static Skill2189Stub __stub_Skill2189Stub = new Skill2189Stub();
public static Skill2190Stub __stub_Skill2190Stub = new Skill2190Stub();
public static Skill2191Stub __stub_Skill2191Stub = new Skill2191Stub();
public static Skill2192Stub __stub_Skill2192Stub = new Skill2192Stub();
public static Skill2193Stub __stub_Skill2193Stub = new Skill2193Stub();
public static Skill2194Stub __stub_Skill2194Stub = new Skill2194Stub();
public static Skill2195Stub __stub_Skill2195Stub = new Skill2195Stub();
public static Skill2196Stub __stub_Skill2196Stub = new Skill2196Stub();
public static Skill2197Stub __stub_Skill2197Stub = new Skill2197Stub();
public static Skill2198Stub __stub_Skill2198Stub = new Skill2198Stub();
public static Skill2199Stub __stub_Skill2199Stub = new Skill2199Stub();
public static Skill2200Stub __stub_Skill2200Stub = new Skill2200Stub();
public static Skill2201Stub __stub_Skill2201Stub = new Skill2201Stub();
public static Skill2205Stub __stub_Skill2205Stub = new Skill2205Stub();
public static Skill2266Stub __stub_Skill2266Stub = new Skill2266Stub();
public static Skill2267Stub __stub_Skill2267Stub = new Skill2267Stub();
public static Skill2268Stub __stub_Skill2268Stub = new Skill2268Stub();
public static Skill2269Stub __stub_Skill2269Stub = new Skill2269Stub();
public static Skill2270Stub __stub_Skill2270Stub = new Skill2270Stub();
public static Skill2273Stub __stub_Skill2273Stub = new Skill2273Stub();
public static Skill2274Stub __stub_Skill2274Stub = new Skill2274Stub();
public static Skill2275Stub __stub_Skill2275Stub = new Skill2275Stub();
public static Skill2291Stub __stub_Skill2291Stub = new Skill2291Stub();
public static Skill2318Stub __stub_Skill2318Stub = new Skill2318Stub();
public static Skill2319Stub __stub_Skill2319Stub = new Skill2319Stub();
public static Skill2320Stub __stub_Skill2320Stub = new Skill2320Stub();
public static Skill2321Stub __stub_Skill2321Stub = new Skill2321Stub();
public static Skill2322Stub __stub_Skill2322Stub = new Skill2322Stub();
public static Skill2323Stub __stub_Skill2323Stub = new Skill2323Stub();
public static Skill2324Stub __stub_Skill2324Stub = new Skill2324Stub();
public static Skill2325Stub __stub_Skill2325Stub = new Skill2325Stub();
public static Skill2326Stub __stub_Skill2326Stub = new Skill2326Stub();
public static Skill2327Stub __stub_Skill2327Stub = new Skill2327Stub();
public static Skill2328Stub __stub_Skill2328Stub = new Skill2328Stub();
public static Skill2347Stub __stub_Skill2347Stub = new Skill2347Stub();
public static Skill2348Stub __stub_Skill2348Stub = new Skill2348Stub();
public static Skill2349Stub __stub_Skill2349Stub = new Skill2349Stub();
public static Skill2350Stub __stub_Skill2350Stub = new Skill2350Stub();
public static Skill2351Stub __stub_Skill2351Stub = new Skill2351Stub();
public static Skill2353Stub __stub_Skill2353Stub = new Skill2353Stub();
public static Skill2376Stub __stub_Skill2376Stub = new Skill2376Stub();
public static Skill2377Stub __stub_Skill2377Stub = new Skill2377Stub();
public static Skill2378Stub __stub_Skill2378Stub = new Skill2378Stub();
public static Skill2379Stub __stub_Skill2379Stub = new Skill2379Stub();
public static Skill2380Stub __stub_Skill2380Stub = new Skill2380Stub();
public static Skill2381Stub __stub_Skill2381Stub = new Skill2381Stub();
public static Skill2382Stub __stub_Skill2382Stub = new Skill2382Stub();
public static Skill2383Stub __stub_Skill2383Stub = new Skill2383Stub();
public static Skill2384Stub __stub_Skill2384Stub = new Skill2384Stub();
public static Skill2385Stub __stub_Skill2385Stub = new Skill2385Stub();
public static Skill2386Stub __stub_Skill2386Stub = new Skill2386Stub();
public static Skill2387Stub __stub_Skill2387Stub = new Skill2387Stub();
public static Skill2388Stub __stub_Skill2388Stub = new Skill2388Stub();
public static Skill2389Stub __stub_Skill2389Stub = new Skill2389Stub();
public static Skill2390Stub __stub_Skill2390Stub = new Skill2390Stub();
public static Skill2391Stub __stub_Skill2391Stub = new Skill2391Stub();
public static Skill2392Stub __stub_Skill2392Stub = new Skill2392Stub();
public static Skill2393Stub __stub_Skill2393Stub = new Skill2393Stub();
public static Skill2394Stub __stub_Skill2394Stub = new Skill2394Stub();
public static Skill2395Stub __stub_Skill2395Stub = new Skill2395Stub();
public static Skill2396Stub __stub_Skill2396Stub = new Skill2396Stub();
public static Skill2397Stub __stub_Skill2397Stub = new Skill2397Stub();
public static Skill2398Stub __stub_Skill2398Stub = new Skill2398Stub();
public static Skill2399Stub __stub_Skill2399Stub = new Skill2399Stub();
public static Skill2400Stub __stub_Skill2400Stub = new Skill2400Stub();
public static Skill2401Stub __stub_Skill2401Stub = new Skill2401Stub();
public static Skill2402Stub __stub_Skill2402Stub = new Skill2402Stub();
public static Skill2403Stub __stub_Skill2403Stub = new Skill2403Stub();
public static Skill2404Stub __stub_Skill2404Stub = new Skill2404Stub();
public static Skill2405Stub __stub_Skill2405Stub = new Skill2405Stub();
public static Skill2406Stub __stub_Skill2406Stub = new Skill2406Stub();
public static Skill2407Stub __stub_Skill2407Stub = new Skill2407Stub();
public static Skill2408Stub __stub_Skill2408Stub = new Skill2408Stub();
public static Skill2409Stub __stub_Skill2409Stub = new Skill2409Stub();
public static Skill2410Stub __stub_Skill2410Stub = new Skill2410Stub();
public static Skill2411Stub __stub_Skill2411Stub = new Skill2411Stub();
public static Skill2422Stub __stub_Skill2422Stub = new Skill2422Stub();
public static Skill2423Stub __stub_Skill2423Stub = new Skill2423Stub();
public static Skill2424Stub __stub_Skill2424Stub = new Skill2424Stub();
public static Skill2425Stub __stub_Skill2425Stub = new Skill2425Stub();
public static Skill2426Stub __stub_Skill2426Stub = new Skill2426Stub();
public static Skill2427Stub __stub_Skill2427Stub = new Skill2427Stub();
public static Skill2428Stub __stub_Skill2428Stub = new Skill2428Stub();
public static Skill2429Stub __stub_Skill2429Stub = new Skill2429Stub();
public static Skill2430Stub __stub_Skill2430Stub = new Skill2430Stub();
public static Skill2431Stub __stub_Skill2431Stub = new Skill2431Stub();
public static Skill2454Stub __stub_Skill2454Stub = new Skill2454Stub();
public static Skill2455Stub __stub_Skill2455Stub = new Skill2455Stub();
public static Skill2456Stub __stub_Skill2456Stub = new Skill2456Stub();
public static Skill2457Stub __stub_Skill2457Stub = new Skill2457Stub();
public static Skill2458Stub __stub_Skill2458Stub = new Skill2458Stub();
public static Skill2459Stub __stub_Skill2459Stub = new Skill2459Stub();
public static Skill2460Stub __stub_Skill2460Stub = new Skill2460Stub();
public static Skill2461Stub __stub_Skill2461Stub = new Skill2461Stub();
public static Skill2462Stub __stub_Skill2462Stub = new Skill2462Stub();
public static Skill2463Stub __stub_Skill2463Stub = new Skill2463Stub();
public static Skill2464Stub __stub_Skill2464Stub = new Skill2464Stub();
public static Skill2465Stub __stub_Skill2465Stub = new Skill2465Stub();
public static Skill2466Stub __stub_Skill2466Stub = new Skill2466Stub();
public static Skill2467Stub __stub_Skill2467Stub = new Skill2467Stub();
public static Skill2468Stub __stub_Skill2468Stub = new Skill2468Stub();
public static Skill2469Stub __stub_Skill2469Stub = new Skill2469Stub();
public static Skill2470Stub __stub_Skill2470Stub = new Skill2470Stub();
public static Skill2471Stub __stub_Skill2471Stub = new Skill2471Stub();
public static Skill2472Stub __stub_Skill2472Stub = new Skill2472Stub();
public static Skill2473Stub __stub_Skill2473Stub = new Skill2473Stub();
public static Skill2474Stub __stub_Skill2474Stub = new Skill2474Stub();
public static Skill2475Stub __stub_Skill2475Stub = new Skill2475Stub();
public static Skill2476Stub __stub_Skill2476Stub = new Skill2476Stub();
public static Skill2479Stub __stub_Skill2479Stub = new Skill2479Stub();
public static Skill2480Stub __stub_Skill2480Stub = new Skill2480Stub();
public static Skill2481Stub __stub_Skill2481Stub = new Skill2481Stub();
public static Skill2482Stub __stub_Skill2482Stub = new Skill2482Stub();
public static Skill2483Stub __stub_Skill2483Stub = new Skill2483Stub();
public static Skill2484Stub __stub_Skill2484Stub = new Skill2484Stub();
public static Skill2485Stub __stub_Skill2485Stub = new Skill2485Stub();
public static Skill2486Stub __stub_Skill2486Stub = new Skill2486Stub();
public static Skill2487Stub __stub_Skill2487Stub = new Skill2487Stub();
public static Skill2488Stub __stub_Skill2488Stub = new Skill2488Stub();
public static Skill2489Stub __stub_Skill2489Stub = new Skill2489Stub();
public static Skill2490Stub __stub_Skill2490Stub = new Skill2490Stub();
public static Skill2491Stub __stub_Skill2491Stub = new Skill2491Stub();
public static Skill2492Stub __stub_Skill2492Stub = new Skill2492Stub();
public static Skill2493Stub __stub_Skill2493Stub = new Skill2493Stub();
public static Skill2494Stub __stub_Skill2494Stub = new Skill2494Stub();
public static Skill2495Stub __stub_Skill2495Stub = new Skill2495Stub();
public static Skill2496Stub __stub_Skill2496Stub = new Skill2496Stub();
public static Skill2497Stub __stub_Skill2497Stub = new Skill2497Stub();
public static Skill2498Stub __stub_Skill2498Stub = new Skill2498Stub();
public static Skill2499Stub __stub_Skill2499Stub = new Skill2499Stub();
public static Skill2500Stub __stub_Skill2500Stub = new Skill2500Stub();
public static Skill2501Stub __stub_Skill2501Stub = new Skill2501Stub();
public static Skill2502Stub __stub_Skill2502Stub = new Skill2502Stub();
public static Skill2503Stub __stub_Skill2503Stub = new Skill2503Stub();
public static Skill2504Stub __stub_Skill2504Stub = new Skill2504Stub();
public static Skill2505Stub __stub_Skill2505Stub = new Skill2505Stub();
public static Skill2506Stub __stub_Skill2506Stub = new Skill2506Stub();
public static Skill2507Stub __stub_Skill2507Stub = new Skill2507Stub();
public static Skill2508Stub __stub_Skill2508Stub = new Skill2508Stub();
public static Skill2509Stub __stub_Skill2509Stub = new Skill2509Stub();
public static Skill2510Stub __stub_Skill2510Stub = new Skill2510Stub();
public static Skill2511Stub __stub_Skill2511Stub = new Skill2511Stub();
public static Skill2512Stub __stub_Skill2512Stub = new Skill2512Stub();
public static Skill2513Stub __stub_Skill2513Stub = new Skill2513Stub();
public static Skill2514Stub __stub_Skill2514Stub = new Skill2514Stub();
public static Skill2515Stub __stub_Skill2515Stub = new Skill2515Stub();
public static Skill2516Stub __stub_Skill2516Stub = new Skill2516Stub();
public static Skill2517Stub __stub_Skill2517Stub = new Skill2517Stub();
public static Skill2518Stub __stub_Skill2518Stub = new Skill2518Stub();
public static Skill2519Stub __stub_Skill2519Stub = new Skill2519Stub();
public static Skill2520Stub __stub_Skill2520Stub = new Skill2520Stub();
public static Skill2521Stub __stub_Skill2521Stub = new Skill2521Stub();
public static Skill2522Stub __stub_Skill2522Stub = new Skill2522Stub();
public static Skill2523Stub __stub_Skill2523Stub = new Skill2523Stub();
public static Skill2524Stub __stub_Skill2524Stub = new Skill2524Stub();
public static Skill2525Stub __stub_Skill2525Stub = new Skill2525Stub();
public static Skill2526Stub __stub_Skill2526Stub = new Skill2526Stub();
public static Skill2527Stub __stub_Skill2527Stub = new Skill2527Stub();
public static Skill2528Stub __stub_Skill2528Stub = new Skill2528Stub();
public static Skill2529Stub __stub_Skill2529Stub = new Skill2529Stub();
public static Skill2530Stub __stub_Skill2530Stub = new Skill2530Stub();
public static Skill2531Stub __stub_Skill2531Stub = new Skill2531Stub();
public static Skill2532Stub __stub_Skill2532Stub = new Skill2532Stub();
public static Skill2533Stub __stub_Skill2533Stub = new Skill2533Stub();
public static Skill2534Stub __stub_Skill2534Stub = new Skill2534Stub();
public static Skill2535Stub __stub_Skill2535Stub = new Skill2535Stub();
public static Skill2536Stub __stub_Skill2536Stub = new Skill2536Stub();
public static Skill2537Stub __stub_Skill2537Stub = new Skill2537Stub();
public static Skill2538Stub __stub_Skill2538Stub = new Skill2538Stub();
public static Skill2539Stub __stub_Skill2539Stub = new Skill2539Stub();
public static Skill2540Stub __stub_Skill2540Stub = new Skill2540Stub();
public static Skill2541Stub __stub_Skill2541Stub = new Skill2541Stub();
public static Skill2542Stub __stub_Skill2542Stub = new Skill2542Stub();
public static Skill2597Stub __stub_Skill2597Stub = new Skill2597Stub();
public static Skill2601Stub __stub_Skill2601Stub = new Skill2601Stub();
public static Skill2632Stub __stub_Skill2632Stub = new Skill2632Stub();
public static Skill2633Stub __stub_Skill2633Stub = new Skill2633Stub();
public static Skill2634Stub __stub_Skill2634Stub = new Skill2634Stub();
public static Skill2635Stub __stub_Skill2635Stub = new Skill2635Stub();
public static Skill2636Stub __stub_Skill2636Stub = new Skill2636Stub();
public static Skill2637Stub __stub_Skill2637Stub = new Skill2637Stub();
public static Skill2638Stub __stub_Skill2638Stub = new Skill2638Stub();
public static Skill2639Stub __stub_Skill2639Stub = new Skill2639Stub();
public static Skill2640Stub __stub_Skill2640Stub = new Skill2640Stub();
public static Skill2641Stub __stub_Skill2641Stub = new Skill2641Stub();
public static Skill2642Stub __stub_Skill2642Stub = new Skill2642Stub();
public static Skill2643Stub __stub_Skill2643Stub = new Skill2643Stub();
public static Skill2644Stub __stub_Skill2644Stub = new Skill2644Stub();
public static Skill2645Stub __stub_Skill2645Stub = new Skill2645Stub();
public static Skill2646Stub __stub_Skill2646Stub = new Skill2646Stub();
public static Skill2647Stub __stub_Skill2647Stub = new Skill2647Stub();
public static Skill2648Stub __stub_Skill2648Stub = new Skill2648Stub();
public static Skill2649Stub __stub_Skill2649Stub = new Skill2649Stub();
public static Skill2650Stub __stub_Skill2650Stub = new Skill2650Stub();
public static Skill2651Stub __stub_Skill2651Stub = new Skill2651Stub();
public static Skill2652Stub __stub_Skill2652Stub = new Skill2652Stub();
public static Skill2653Stub __stub_Skill2653Stub = new Skill2653Stub();
public static Skill2654Stub __stub_Skill2654Stub = new Skill2654Stub();
public static Skill2655Stub __stub_Skill2655Stub = new Skill2655Stub();
public static Skill2656Stub __stub_Skill2656Stub = new Skill2656Stub();
public static Skill2657Stub __stub_Skill2657Stub = new Skill2657Stub();
public static Skill2658Stub __stub_Skill2658Stub = new Skill2658Stub();
public static Skill2659Stub __stub_Skill2659Stub = new Skill2659Stub();
public static Skill2660Stub __stub_Skill2660Stub = new Skill2660Stub();
public static Skill2661Stub __stub_Skill2661Stub = new Skill2661Stub();
public static Skill2662Stub __stub_Skill2662Stub = new Skill2662Stub();
public static Skill2663Stub __stub_Skill2663Stub = new Skill2663Stub();
public static Skill2664Stub __stub_Skill2664Stub = new Skill2664Stub();
public static Skill2665Stub __stub_Skill2665Stub = new Skill2665Stub();
public static Skill2666Stub __stub_Skill2666Stub = new Skill2666Stub();
public static Skill2667Stub __stub_Skill2667Stub = new Skill2667Stub();
public static Skill2668Stub __stub_Skill2668Stub = new Skill2668Stub();
public static Skill2669Stub __stub_Skill2669Stub = new Skill2669Stub();
public static Skill2670Stub __stub_Skill2670Stub = new Skill2670Stub();
public static Skill2671Stub __stub_Skill2671Stub = new Skill2671Stub();
public static Skill2672Stub __stub_Skill2672Stub = new Skill2672Stub();
public static Skill2681Stub __stub_Skill2681Stub = new Skill2681Stub();
public static Skill2682Stub __stub_Skill2682Stub = new Skill2682Stub();
public static Skill2683Stub __stub_Skill2683Stub = new Skill2683Stub();
public static Skill2684Stub __stub_Skill2684Stub = new Skill2684Stub();
public static Skill2685Stub __stub_Skill2685Stub = new Skill2685Stub();
public static Skill2686Stub __stub_Skill2686Stub = new Skill2686Stub();
public static Skill2692Stub __stub_Skill2692Stub = new Skill2692Stub();
public static Skill2693Stub __stub_Skill2693Stub = new Skill2693Stub();
public static Skill2694Stub __stub_Skill2694Stub = new Skill2694Stub();
public static Skill2695Stub __stub_Skill2695Stub = new Skill2695Stub();
public static Skill2696Stub __stub_Skill2696Stub = new Skill2696Stub();
public static Skill2697Stub __stub_Skill2697Stub = new Skill2697Stub();
public static Skill2698Stub __stub_Skill2698Stub = new Skill2698Stub();
public static Skill2699Stub __stub_Skill2699Stub = new Skill2699Stub();
public static Skill2700Stub __stub_Skill2700Stub = new Skill2700Stub();
public static Skill2701Stub __stub_Skill2701Stub = new Skill2701Stub();
public static Skill2702Stub __stub_Skill2702Stub = new Skill2702Stub();
public static Skill2703Stub __stub_Skill2703Stub = new Skill2703Stub();
public static Skill2704Stub __stub_Skill2704Stub = new Skill2704Stub();
public static Skill2705Stub __stub_Skill2705Stub = new Skill2705Stub();
public static Skill2706Stub __stub_Skill2706Stub = new Skill2706Stub();
public static Skill2707Stub __stub_Skill2707Stub = new Skill2707Stub();
public static Skill2708Stub __stub_Skill2708Stub = new Skill2708Stub();
#if SKILL_SERVER
public static Skill2172 __stub_Skill2172 = new Skill2172();
public static Skill2173 __stub_Skill2173 = new Skill2173();
public static Skill2174 __stub_Skill2174 = new Skill2174();
public static Skill2175 __stub_Skill2175 = new Skill2175();
public static Skill2176 __stub_Skill2176 = new Skill2176();
public static Skill2177 __stub_Skill2177 = new Skill2177();
public static Skill2178 __stub_Skill2178 = new Skill2178();
public static Skill2179 __stub_Skill2179 = new Skill2179();
public static Skill2180 __stub_Skill2180 = new Skill2180();
public static Skill2181 __stub_Skill2181 = new Skill2181();
public static Skill2182 __stub_Skill2182 = new Skill2182();
public static Skill2183 __stub_Skill2183 = new Skill2183();
public static Skill2184 __stub_Skill2184 = new Skill2184();
public static Skill2185 __stub_Skill2185 = new Skill2185();
public static Skill2186 __stub_Skill2186 = new Skill2186();
public static Skill2187 __stub_Skill2187 = new Skill2187();
public static Skill2188 __stub_Skill2188 = new Skill2188();
public static Skill2189 __stub_Skill2189 = new Skill2189();
public static Skill2190 __stub_Skill2190 = new Skill2190();
public static Skill2191 __stub_Skill2191 = new Skill2191();
public static Skill2192 __stub_Skill2192 = new Skill2192();
public static Skill2193 __stub_Skill2193 = new Skill2193();
public static Skill2194 __stub_Skill2194 = new Skill2194();
public static Skill2195 __stub_Skill2195 = new Skill2195();
public static Skill2196 __stub_Skill2196 = new Skill2196();
public static Skill2197 __stub_Skill2197 = new Skill2197();
public static Skill2198 __stub_Skill2198 = new Skill2198();
public static Skill2199 __stub_Skill2199 = new Skill2199();
public static Skill2200 __stub_Skill2200 = new Skill2200();
public static Skill2201 __stub_Skill2201 = new Skill2201();
public static Skill2205 __stub_Skill2205 = new Skill2205();
public static Skill2266 __stub_Skill2266 = new Skill2266();
public static Skill2267 __stub_Skill2267 = new Skill2267();
public static Skill2268 __stub_Skill2268 = new Skill2268();
public static Skill2269 __stub_Skill2269 = new Skill2269();
public static Skill2270 __stub_Skill2270 = new Skill2270();
public static Skill2273 __stub_Skill2273 = new Skill2273();
public static Skill2274 __stub_Skill2274 = new Skill2274();
public static Skill2275 __stub_Skill2275 = new Skill2275();
public static Skill2291 __stub_Skill2291 = new Skill2291();
public static Skill2318 __stub_Skill2318 = new Skill2318();
public static Skill2319 __stub_Skill2319 = new Skill2319();
public static Skill2320 __stub_Skill2320 = new Skill2320();
public static Skill2321 __stub_Skill2321 = new Skill2321();
public static Skill2322 __stub_Skill2322 = new Skill2322();
public static Skill2323 __stub_Skill2323 = new Skill2323();
public static Skill2324 __stub_Skill2324 = new Skill2324();
public static Skill2325 __stub_Skill2325 = new Skill2325();
public static Skill2326 __stub_Skill2326 = new Skill2326();
public static Skill2327 __stub_Skill2327 = new Skill2327();
public static Skill2328 __stub_Skill2328 = new Skill2328();
public static Skill2347 __stub_Skill2347 = new Skill2347();
public static Skill2348 __stub_Skill2348 = new Skill2348();
public static Skill2349 __stub_Skill2349 = new Skill2349();
public static Skill2350 __stub_Skill2350 = new Skill2350();
public static Skill2351 __stub_Skill2351 = new Skill2351();
public static Skill2353 __stub_Skill2353 = new Skill2353();
public static Skill2376 __stub_Skill2376 = new Skill2376();
public static Skill2377 __stub_Skill2377 = new Skill2377();
public static Skill2378 __stub_Skill2378 = new Skill2378();
public static Skill2379 __stub_Skill2379 = new Skill2379();
public static Skill2380 __stub_Skill2380 = new Skill2380();
public static Skill2381 __stub_Skill2381 = new Skill2381();
public static Skill2382 __stub_Skill2382 = new Skill2382();
public static Skill2383 __stub_Skill2383 = new Skill2383();
public static Skill2384 __stub_Skill2384 = new Skill2384();
public static Skill2385 __stub_Skill2385 = new Skill2385();
public static Skill2386 __stub_Skill2386 = new Skill2386();
public static Skill2387 __stub_Skill2387 = new Skill2387();
public static Skill2388 __stub_Skill2388 = new Skill2388();
public static Skill2389 __stub_Skill2389 = new Skill2389();
public static Skill2390 __stub_Skill2390 = new Skill2390();
public static Skill2391 __stub_Skill2391 = new Skill2391();
public static Skill2392 __stub_Skill2392 = new Skill2392();
public static Skill2393 __stub_Skill2393 = new Skill2393();
public static Skill2394 __stub_Skill2394 = new Skill2394();
public static Skill2395 __stub_Skill2395 = new Skill2395();
public static Skill2396 __stub_Skill2396 = new Skill2396();
public static Skill2397 __stub_Skill2397 = new Skill2397();
public static Skill2398 __stub_Skill2398 = new Skill2398();
public static Skill2399 __stub_Skill2399 = new Skill2399();
public static Skill2400 __stub_Skill2400 = new Skill2400();
public static Skill2401 __stub_Skill2401 = new Skill2401();
public static Skill2402 __stub_Skill2402 = new Skill2402();
public static Skill2403 __stub_Skill2403 = new Skill2403();
public static Skill2404 __stub_Skill2404 = new Skill2404();
public static Skill2405 __stub_Skill2405 = new Skill2405();
public static Skill2406 __stub_Skill2406 = new Skill2406();
public static Skill2407 __stub_Skill2407 = new Skill2407();
public static Skill2408 __stub_Skill2408 = new Skill2408();
public static Skill2409 __stub_Skill2409 = new Skill2409();
public static Skill2410 __stub_Skill2410 = new Skill2410();
public static Skill2411 __stub_Skill2411 = new Skill2411();
public static Skill2422 __stub_Skill2422 = new Skill2422();
public static Skill2423 __stub_Skill2423 = new Skill2423();
public static Skill2424 __stub_Skill2424 = new Skill2424();
public static Skill2425 __stub_Skill2425 = new Skill2425();
public static Skill2426 __stub_Skill2426 = new Skill2426();
public static Skill2427 __stub_Skill2427 = new Skill2427();
public static Skill2428 __stub_Skill2428 = new Skill2428();
public static Skill2429 __stub_Skill2429 = new Skill2429();
public static Skill2430 __stub_Skill2430 = new Skill2430();
public static Skill2431 __stub_Skill2431 = new Skill2431();
public static Skill2454 __stub_Skill2454 = new Skill2454();
public static Skill2455 __stub_Skill2455 = new Skill2455();
public static Skill2456 __stub_Skill2456 = new Skill2456();
public static Skill2457 __stub_Skill2457 = new Skill2457();
public static Skill2458 __stub_Skill2458 = new Skill2458();
public static Skill2459 __stub_Skill2459 = new Skill2459();
public static Skill2460 __stub_Skill2460 = new Skill2460();
public static Skill2461 __stub_Skill2461 = new Skill2461();
public static Skill2462 __stub_Skill2462 = new Skill2462();
public static Skill2463 __stub_Skill2463 = new Skill2463();
public static Skill2464 __stub_Skill2464 = new Skill2464();
public static Skill2465 __stub_Skill2465 = new Skill2465();
public static Skill2466 __stub_Skill2466 = new Skill2466();
public static Skill2467 __stub_Skill2467 = new Skill2467();
public static Skill2468 __stub_Skill2468 = new Skill2468();
public static Skill2469 __stub_Skill2469 = new Skill2469();
public static Skill2470 __stub_Skill2470 = new Skill2470();
public static Skill2471 __stub_Skill2471 = new Skill2471();
public static Skill2472 __stub_Skill2472 = new Skill2472();
public static Skill2473 __stub_Skill2473 = new Skill2473();
public static Skill2474 __stub_Skill2474 = new Skill2474();
public static Skill2475 __stub_Skill2475 = new Skill2475();
public static Skill2476 __stub_Skill2476 = new Skill2476();
public static Skill2479 __stub_Skill2479 = new Skill2479();
public static Skill2480 __stub_Skill2480 = new Skill2480();
public static Skill2481 __stub_Skill2481 = new Skill2481();
public static Skill2482 __stub_Skill2482 = new Skill2482();
public static Skill2483 __stub_Skill2483 = new Skill2483();
public static Skill2484 __stub_Skill2484 = new Skill2484();
public static Skill2485 __stub_Skill2485 = new Skill2485();
public static Skill2486 __stub_Skill2486 = new Skill2486();
public static Skill2487 __stub_Skill2487 = new Skill2487();
public static Skill2488 __stub_Skill2488 = new Skill2488();
public static Skill2489 __stub_Skill2489 = new Skill2489();
public static Skill2490 __stub_Skill2490 = new Skill2490();
public static Skill2491 __stub_Skill2491 = new Skill2491();
public static Skill2492 __stub_Skill2492 = new Skill2492();
public static Skill2493 __stub_Skill2493 = new Skill2493();
public static Skill2494 __stub_Skill2494 = new Skill2494();
public static Skill2495 __stub_Skill2495 = new Skill2495();
public static Skill2496 __stub_Skill2496 = new Skill2496();
public static Skill2497 __stub_Skill2497 = new Skill2497();
public static Skill2498 __stub_Skill2498 = new Skill2498();
public static Skill2499 __stub_Skill2499 = new Skill2499();
public static Skill2500 __stub_Skill2500 = new Skill2500();
public static Skill2501 __stub_Skill2501 = new Skill2501();
public static Skill2502 __stub_Skill2502 = new Skill2502();
public static Skill2503 __stub_Skill2503 = new Skill2503();
public static Skill2504 __stub_Skill2504 = new Skill2504();
public static Skill2505 __stub_Skill2505 = new Skill2505();
public static Skill2506 __stub_Skill2506 = new Skill2506();
public static Skill2507 __stub_Skill2507 = new Skill2507();
public static Skill2508 __stub_Skill2508 = new Skill2508();
public static Skill2509 __stub_Skill2509 = new Skill2509();
public static Skill2510 __stub_Skill2510 = new Skill2510();
public static Skill2511 __stub_Skill2511 = new Skill2511();
public static Skill2512 __stub_Skill2512 = new Skill2512();
public static Skill2513 __stub_Skill2513 = new Skill2513();
public static Skill2514 __stub_Skill2514 = new Skill2514();
public static Skill2515 __stub_Skill2515 = new Skill2515();
public static Skill2516 __stub_Skill2516 = new Skill2516();
public static Skill2517 __stub_Skill2517 = new Skill2517();
public static Skill2518 __stub_Skill2518 = new Skill2518();
public static Skill2519 __stub_Skill2519 = new Skill2519();
public static Skill2520 __stub_Skill2520 = new Skill2520();
public static Skill2521 __stub_Skill2521 = new Skill2521();
public static Skill2522 __stub_Skill2522 = new Skill2522();
public static Skill2523 __stub_Skill2523 = new Skill2523();
public static Skill2524 __stub_Skill2524 = new Skill2524();
public static Skill2525 __stub_Skill2525 = new Skill2525();
public static Skill2526 __stub_Skill2526 = new Skill2526();
public static Skill2527 __stub_Skill2527 = new Skill2527();
public static Skill2528 __stub_Skill2528 = new Skill2528();
public static Skill2529 __stub_Skill2529 = new Skill2529();
public static Skill2530 __stub_Skill2530 = new Skill2530();
public static Skill2531 __stub_Skill2531 = new Skill2531();
public static Skill2532 __stub_Skill2532 = new Skill2532();
public static Skill2533 __stub_Skill2533 = new Skill2533();
public static Skill2534 __stub_Skill2534 = new Skill2534();
public static Skill2535 __stub_Skill2535 = new Skill2535();
public static Skill2536 __stub_Skill2536 = new Skill2536();
public static Skill2537 __stub_Skill2537 = new Skill2537();
public static Skill2538 __stub_Skill2538 = new Skill2538();
public static Skill2539 __stub_Skill2539 = new Skill2539();
public static Skill2540 __stub_Skill2540 = new Skill2540();
public static Skill2541 __stub_Skill2541 = new Skill2541();
public static Skill2542 __stub_Skill2542 = new Skill2542();
public static Skill2597 __stub_Skill2597 = new Skill2597();
public static Skill2601 __stub_Skill2601 = new Skill2601();
public static Skill2632 __stub_Skill2632 = new Skill2632();
public static Skill2633 __stub_Skill2633 = new Skill2633();
public static Skill2634 __stub_Skill2634 = new Skill2634();
public static Skill2635 __stub_Skill2635 = new Skill2635();
public static Skill2636 __stub_Skill2636 = new Skill2636();
public static Skill2637 __stub_Skill2637 = new Skill2637();
public static Skill2638 __stub_Skill2638 = new Skill2638();
public static Skill2639 __stub_Skill2639 = new Skill2639();
public static Skill2640 __stub_Skill2640 = new Skill2640();
public static Skill2641 __stub_Skill2641 = new Skill2641();
public static Skill2642 __stub_Skill2642 = new Skill2642();
public static Skill2643 __stub_Skill2643 = new Skill2643();
public static Skill2644 __stub_Skill2644 = new Skill2644();
public static Skill2645 __stub_Skill2645 = new Skill2645();
public static Skill2646 __stub_Skill2646 = new Skill2646();
public static Skill2647 __stub_Skill2647 = new Skill2647();
public static Skill2648 __stub_Skill2648 = new Skill2648();
public static Skill2649 __stub_Skill2649 = new Skill2649();
public static Skill2650 __stub_Skill2650 = new Skill2650();
public static Skill2651 __stub_Skill2651 = new Skill2651();
public static Skill2652 __stub_Skill2652 = new Skill2652();
public static Skill2653 __stub_Skill2653 = new Skill2653();
public static Skill2654 __stub_Skill2654 = new Skill2654();
public static Skill2655 __stub_Skill2655 = new Skill2655();
public static Skill2656 __stub_Skill2656 = new Skill2656();
public static Skill2657 __stub_Skill2657 = new Skill2657();
public static Skill2658 __stub_Skill2658 = new Skill2658();
public static Skill2659 __stub_Skill2659 = new Skill2659();
public static Skill2660 __stub_Skill2660 = new Skill2660();
public static Skill2661 __stub_Skill2661 = new Skill2661();
public static Skill2662 __stub_Skill2662 = new Skill2662();
public static Skill2663 __stub_Skill2663 = new Skill2663();
public static Skill2664 __stub_Skill2664 = new Skill2664();
public static Skill2665 __stub_Skill2665 = new Skill2665();
public static Skill2666 __stub_Skill2666 = new Skill2666();
public static Skill2667 __stub_Skill2667 = new Skill2667();
public static Skill2668 __stub_Skill2668 = new Skill2668();
public static Skill2669 __stub_Skill2669 = new Skill2669();
public static Skill2670 __stub_Skill2670 = new Skill2670();
public static Skill2671 __stub_Skill2671 = new Skill2671();
public static Skill2672 __stub_Skill2672 = new Skill2672();
public static Skill2681 __stub_Skill2681 = new Skill2681();
public static Skill2682 __stub_Skill2682 = new Skill2682();
public static Skill2683 __stub_Skill2683 = new Skill2683();
public static Skill2684 __stub_Skill2684 = new Skill2684();
public static Skill2685 __stub_Skill2685 = new Skill2685();
public static Skill2686 __stub_Skill2686 = new Skill2686();
public static Skill2692 __stub_Skill2692 = new Skill2692();
public static Skill2693 __stub_Skill2693 = new Skill2693();
public static Skill2694 __stub_Skill2694 = new Skill2694();
public static Skill2695 __stub_Skill2695 = new Skill2695();
public static Skill2696 __stub_Skill2696 = new Skill2696();
public static Skill2697 __stub_Skill2697 = new Skill2697();
public static Skill2698 __stub_Skill2698 = new Skill2698();
public static Skill2699 __stub_Skill2699 = new Skill2699();
public static Skill2700 __stub_Skill2700 = new Skill2700();
public static Skill2701 __stub_Skill2701 = new Skill2701();
public static Skill2702 __stub_Skill2702 = new Skill2702();
public static Skill2703 __stub_Skill2703 = new Skill2703();
public static Skill2704 __stub_Skill2704 = new Skill2704();
public static Skill2705 __stub_Skill2705 = new Skill2705();
public static Skill2706 __stub_Skill2706 = new Skill2706();
public static Skill2707 __stub_Skill2707 = new Skill2707();
public static Skill2708 __stub_Skill2708 = new Skill2708();
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 88d579d1068d74d38aa23d42b9eb27ea
@@ -0,0 +1,189 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2172 : Skill
{
public const int SKILL_ID = 2172;
public Skill2172() : base(SKILL_ID)
{
}
}
#endif
public class Skill2172Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 2000;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2172Stub() : base(2172)
{
cls = 127;
name = "坏金币";
nativename = "坏金币";
icon = "";
max_level = 10;
type = 3;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 6;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "1狂龙斩";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = string.Empty;
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/狂龙斩击中.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 0;
m_bTraceTarget = true;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.5f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2172Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 2000;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 12f;
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 5f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (15000);
skill.GetVictim ().SetSealed (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (15000);
skill.GetVictim ().SetRatio (0.6f);
skill.GetVictim ().SetSlow (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: fee1261c70c3d4162a163100c598b38d
@@ -0,0 +1,190 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2173 : Skill
{
public const int SKILL_ID = 2173;
public Skill2173() : base(SKILL_ID)
{
}
}
#endif
public class Skill2173Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 1300;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetFiredamage(skill.GetMagicattack());
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2173Stub() : base(2173)
{
cls = 127;
name = "辰炎击退";
nativename = "辰炎击退";
icon = "";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 7;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "1霸王暴怒";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = string.Empty;
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/霸王暴怒击中.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 0;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.5f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2173Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 1300;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 18f;
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 17f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * skill.GetPlayer ().GetCls () == 4 ? 0 : 100);
skill.GetVictim ().SetTime (5000);
skill.GetVictim ().SetAmount (1000);
skill.GetVictim ().SetValue (10 * skill.GetLevel ());
skill.GetVictim ().SetRepel2 (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetBreak (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 147b661551b15404ea2217ecc9f9a894
@@ -0,0 +1,189 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2174 : Skill
{
public const int SKILL_ID = 2174;
public Skill2174() : base(SKILL_ID)
{
}
}
#endif
public class Skill2174Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 1300;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetFiredamage(skill.GetMagicattack());
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2174Stub() : base(2174)
{
cls = 127;
name = "辰炎击飞";
nativename = "辰炎击飞";
icon = "";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 7;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "1霸王暴怒";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = string.Empty;
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/霸王暴怒击中.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 0;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.5f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2174Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 1300;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 12f;
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 8f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * skill.GetPlayer ().GetCls () == 4 ? 0 : 100);
skill.GetVictim ().SetAmount (1000);
skill.GetVictim ().SetValue (6 * skill.GetLevel ());
skill.GetVictim ().SetKnockup (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetBreak (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 10f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e512fb675d6814be6a0fd21162081a7e
@@ -0,0 +1,189 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2175 : Skill
{
public const int SKILL_ID = 2175;
public Skill2175() : base(SKILL_ID)
{
}
}
#endif
public class Skill2175Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 1300;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetFiredamage(skill.GetMagicattack());
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2175Stub() : base(2175)
{
cls = 127;
name = "辰炎万象天引";
nativename = "辰炎万象天引";
icon = "";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 7;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "武侠_龙爪手";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/人物技能/飞行/龙爪手_飞行.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)8;
m_TargetMode = (GfxTargetMode)9;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 1100;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2175Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 1300;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 40f;
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 30f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * skill.GetPlayer ().GetCls () == 4 ? 0 : 100);
skill.GetVictim ().SetAmount (1000);
skill.GetVictim ().SetValue (10 * skill.GetLevel ());
skill.GetVictim ().SetPullover (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetBreak (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6a1f9e9de0e314d0c9b61c91f173ef55
@@ -0,0 +1,179 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2176 : Skill
{
public const int SKILL_ID = 2176;
public Skill2176() : base(SKILL_ID)
{
}
}
#endif
public class Skill2176Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 1000;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetFiredamage(skill.GetMagicattack());
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2176Stub() : base(2176)
{
cls = 127;
name = "透明怪火焰伤害";
nativename = "透明怪火焰伤害";
icon = "";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 5;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "1霸王暴怒";
doenchant = 0;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = string.Empty;
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/霸王暴怒击中.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 0;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.5f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2176Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 1000;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => (float)(5 * skill.GetLevel());
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => (float)(5 * skill.GetLevel());
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 93972a5555e2f4b05b4fc0f9d948c752
@@ -0,0 +1,184 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2177 : Skill
{
public const int SKILL_ID = 2177;
public Skill2177() : base(SKILL_ID)
{
}
}
#endif
public class Skill2177Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2177Stub() : base(2177)
{
cls = 127;
name = "清除自身负面状态";
nativename = "清除自身负面状态";
icon = "";
max_level = 10;
type = 2;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "怪物治疗术";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/怪物技能/击中/治疗效果.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)7;
m_TargetMode = (GfxTargetMode)7;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 2000;
m_bTraceTarget = true;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = true;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 5;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2177Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 50;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 5f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetCleardebuff (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 0f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f57420f32f70046a3a04585f03d86917
@@ -0,0 +1,189 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2178 : Skill
{
public const int SKILL_ID = 2178;
public Skill2178() : base(SKILL_ID)
{
}
}
#endif
public class Skill2178Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
private static readonly int[] RequiredMoneyArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2178Stub() : base(2178)
{
cls = 127;
name = "自身伤害加深";
nativename = "自身伤害加深";
icon = "";
max_level = 10;
type = 2;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 7;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = false;
allow_water = false;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "魔";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/人物技能/飞行/魔技能附加.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)7;
m_TargetMode = (GfxTargetMode)7;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 3000;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 5;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 0);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2178Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 50;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 45f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 5f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
public override int GetRequiredMoney(Skill skill) => RequiredMoneyArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetTime (300000);
skill.GetVictim ().SetRatio (0.25f);
skill.GetVictim ().SetAmount (skill.GetLevel ());
skill.GetVictim ().SetValue (1);
skill.GetVictim ().SetInchurt3 (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 45f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 46623409cdd964e4d94d89d4b1ef9f43
@@ -0,0 +1,185 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2179 : Skill
{
public const int SKILL_ID = 2179;
public Skill2179() : base(SKILL_ID)
{
}
}
#endif
public class Skill2179Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2179Stub() : base(2179)
{
cls = 127;
name = "怪物幽冥遁2";
nativename = "怪物幽冥遁2";
icon = "";
max_level = 10;
type = 2;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "魔";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/人物技能/飞行/魔技能附加.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)7;
m_TargetMode = (GfxTargetMode)7;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 3000;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 5;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2179Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 50;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 5f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (300000 * skill.GetLevel ());
skill.GetVictim ().SetForbidbeselected (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 0f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 07e8141d79e2e41d4b945d4d282e5e18
@@ -0,0 +1,179 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2180 : Skill
{
public const int SKILL_ID = 2180;
public Skill2180() : base(SKILL_ID)
{
}
}
#endif
public class Skill2180Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 2900;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 100;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetFiredamage(skill.GetMagicattack());
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2180Stub() : base(2180)
{
cls = 127;
name = "火焰陷阱延迟3秒";
nativename = "火焰陷阱延迟3秒";
icon = "";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 5;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "炙炎阵";
doenchant = 0;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/人物技能/飞行/炙炎阵击中.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)7;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 3000;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = true;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2180Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 100;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => (float)(2 * skill.GetLevel());
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => (float)(2 * skill.GetLevel());
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: fba6fa1d6070d40f892561d881178f48
@@ -0,0 +1,179 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2181 : Skill
{
public const int SKILL_ID = 2181;
public Skill2181() : base(SKILL_ID)
{
}
}
#endif
public class Skill2181Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 100;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 1900;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetFiredamage(skill.GetMagicattack());
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2181Stub() : base(2181)
{
cls = 127;
name = "火焰陷阱立即生效";
nativename = "火焰陷阱立即生效";
icon = "";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 5;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "炙炎阵";
doenchant = 0;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/人物技能/飞行/炙炎阵击中.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)7;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 3000;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = true;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2181Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 1900;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => (float)(2 * skill.GetLevel());
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => (float)(2 * skill.GetLevel());
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 07ebaff2e8b0b4180b79c1fe1f6003ea
@@ -0,0 +1,162 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2182 : Skill
{
public const int SKILL_ID = 2182;
public Skill2182() : base(SKILL_ID)
{
}
}
#endif
public class Skill2182Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2182Stub() : base(2182)
{
cls = 127;
name = "物品技能-龙魂觉醒";
nativename = "物品技能-龙魂觉醒";
icon = "";
max_level = 10;
type = 4;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 0;
eventflag = 0;
clslimit = 0;
time_type = 1;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "魔";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/人物技能/飞行/魔技能附加.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)7;
m_TargetMode = (GfxTargetMode)7;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 3000;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 5;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
#endif
}
~Skill2182Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 0;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 0f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (60000);
skill.GetVictim ().SetShowicon (0);
skill.GetVictim ().SetInvincible (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (30000);
skill.GetVictim ().SetRatio (10);
skill.GetVictim ().SetFastattack (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (60000);
skill.GetVictim ().SetRatio (1 * skill.GetLevel ());
skill.GetVictim ().SetEnhanceskilldamage (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (30000);
skill.GetVictim ().SetRatio (10);
skill.GetVictim ().SetFastpray (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 0f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c34721cd6cc9544f08264d1dfcddabf5
@@ -0,0 +1,187 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2183 : Skill
{
public const int SKILL_ID = 2183;
public Skill2183() : base(SKILL_ID)
{
}
}
#endif
public class Skill2183Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2183Stub() : base(2183)
{
cls = 127;
name = "水之壁障";
nativename = "水之壁障";
icon = "";
max_level = 10;
type = 3;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 4;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "极度乾坤";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/人物技能/飞行/极度乾坤击中.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)7;
m_TargetMode = (GfxTargetMode)6;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 7000;
m_bTraceTarget = true;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = true;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2183Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 50;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => (float)(2 * skill.GetLevel());
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => (float)(2 * skill.GetLevel());
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (3000);
skill.GetVictim ().SetShowicon (1);
skill.GetVictim ().SetValue (0);
skill.GetVictim ().SetImmunefire2 (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2fa90a6336f5d4bb1a2dbb52d43e209e
@@ -0,0 +1,191 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2184 : Skill
{
public const int SKILL_ID = 2184;
public Skill2184() : base(SKILL_ID)
{
}
}
#endif
public class Skill2184Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 7000;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 1000;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetRatio(skill.GetLevel());
skill.SetDamage(10 * skill.GetMagicattack());
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2184Stub() : base(2184)
{
cls = 127;
name = "自身小圆秒杀";
nativename = "自身小圆秒杀";
icon = "";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 7;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "1霸王暴怒";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = string.Empty;
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/霸王暴怒击中.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 0;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.5f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2184Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 1000;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 18f;
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 60f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (20000);
skill.GetVictim ().SetRatio (2);
skill.GetVictim ().SetReducefire (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (10000);
skill.GetVictim ().SetDizzy (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: cd608482f78ff4fe088fe0dbafc4f702
@@ -0,0 +1,190 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2185 : Skill
{
public const int SKILL_ID = 2185;
public Skill2185() : base(SKILL_ID)
{
}
}
#endif
public class Skill2185Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2185Stub() : base(2185)
{
cls = 127;
name = "火之觉醒";
nativename = "火之觉醒";
icon = "";
max_level = 10;
type = 3;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 4;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "天地无级";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = string.Empty;
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/天地无级击中.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)7;
m_TargetMode = (GfxTargetMode)6;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 0;
m_bTraceTarget = true;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2185Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 50;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => (float)(2 * skill.GetLevel());
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => (float)(2 * skill.GetLevel());
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * skill.GetPlayer ().GetCls () == 6 ? 100 : 0);
skill.GetVictim ().SetTime (5000);
skill.GetVictim ().SetRatio (3);
skill.GetVictim ().SetFireblade (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (5000);
skill.GetVictim ().SetRatio (1);
skill.GetVictim ().SetEnhanceskilldamage (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 81ed822a75dbe45e899a1ac430322d99
@@ -0,0 +1,157 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2186 : Skill
{
public const int SKILL_ID = 2186;
public Skill2186() : base(SKILL_ID)
{
}
}
#endif
public class Skill2186Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2186Stub() : base(2186)
{
cls = 127;
name = " 光之迅捷";
nativename = " 光之迅捷";
icon = "";
max_level = 10;
type = 3;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 4;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2186Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 50;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => (float)(2 * skill.GetLevel());
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => (float)(2 * skill.GetLevel());
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (5000);
skill.GetVictim ().SetRatio (0.7f);
skill.GetVictim ().SetFastpray (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6cadfddaad23f41298e3a10116e69366
@@ -0,0 +1,197 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2187 : Skill
{
public const int SKILL_ID = 2187;
public Skill2187() : base(SKILL_ID)
{
}
}
#endif
public class Skill2187Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 500;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 500;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetDamage(0.5f * skill.GetMagicattack());
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2187Stub() : base(2187)
{
cls = 127;
name = "小圆减攻速";
nativename = "小圆减攻速";
icon = "";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 7;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "怪物火球术";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/怪物技能/飞行/带尾焰的火球.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/怪物技能/击中/爆炸效果.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 500;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2187Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 500;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 19f;
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 60f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * skill.GetPlayer ().GetCls () ==
1 ? 100 : (skill.GetPlayer ().GetCls () ==
2 ? 100 : (skill.GetPlayer ().GetCls () ==
3 ? 100 : (skill.GetPlayer ().GetCls () ==
7 ? 100 : (skill.GetPlayer ().GetCls () == 9 ? 100 : 0)))));
skill.GetVictim ().SetTime (5000);
skill.GetVictim ().SetRatio (0.2f * skill.GetLevel ());
skill.GetVictim ().SetSlowpray (1);
skill.GetVictim ().SetProbability (1.0f * skill.GetPlayer ().GetCurweapon () ==
13 ? 100 : (skill.GetPlayer ().GetCurweapon () ==
23749 ? 100 : (skill.GetPlayer ().GetCurweapon () == 182 ? 100 : 0)));
skill.GetVictim ().SetTime (5000);
skill.GetVictim ().SetRatio (0.15f * skill.GetLevel ());
skill.GetVictim ().SetSlowattack (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0a9c6c38c8fcc49eaaf8895cbb676873
@@ -0,0 +1,187 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2188 : Skill
{
public const int SKILL_ID = 2188;
public Skill2188() : base(SKILL_ID)
{
}
}
#endif
public class Skill2188Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 7000;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 500;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetRatio(skill.GetLevel());
skill.SetFiredamage(10 * skill.GetMagicattack());
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2188Stub() : base(2188)
{
cls = 127;
name = "火系秒团";
nativename = "火系秒团";
icon = "";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 7;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "1霸王暴怒";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = string.Empty;
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/霸王暴怒击中.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 0;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.5f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2188Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 500;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 60f;
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 60f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (5000);
skill.GetVictim ().SetDizzy (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 46b98abeb1f414acb89a81efb8d823b9
@@ -0,0 +1,188 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2189 : Skill
{
public const int SKILL_ID = 2189;
public Skill2189() : base(SKILL_ID)
{
}
}
#endif
public class Skill2189Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 800;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 800;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2189Stub() : base(2189)
{
cls = 127;
name = "自身圆击飞";
nativename = "自身圆击飞";
icon = "";
max_level = 10;
type = 3;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 7;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "1霸王暴怒";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = string.Empty;
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/霸王暴怒击中.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 0;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.5f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2189Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 800;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 60f;
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 60f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetAmount (1000);
skill.GetVictim ().SetValue (3 * skill.GetLevel ());
skill.GetVictim ().SetKnockup (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetBreak (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 10f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1340192d4547d492daf6e5e0cf1b1eae
@@ -0,0 +1,188 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2190 : Skill
{
public const int SKILL_ID = 2190;
public Skill2190() : base(SKILL_ID)
{
}
}
#endif
public class Skill2190Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 800;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 800;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2190Stub() : base(2190)
{
cls = 127;
name = "自身圆群拉";
nativename = "自身圆群拉";
icon = "";
max_level = 10;
type = 3;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 7;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "武侠_龙爪手";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/人物技能/飞行/龙爪手_飞行.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)8;
m_TargetMode = (GfxTargetMode)9;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 1100;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2190Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 800;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 60f;
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 60f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetAmount (1000);
skill.GetVictim ().SetValue (10 * skill.GetLevel ());
skill.GetVictim ().SetPullover (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetBreak (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8be81c7eca00f410f994e08dec1a92ff
@@ -0,0 +1,180 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2191 : Skill
{
public const int SKILL_ID = 2191;
public Skill2191() : base(SKILL_ID)
{
}
}
#endif
public class Skill2191Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 500;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 500;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetDamage(0.5f * skill.GetMagicattack());
skill.SetWooddamage(0.5f * skill.GetMagicattack());
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2191Stub() : base(2191)
{
cls = 127;
name = "大圆群伤";
nativename = "大圆群伤";
icon = "";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 7;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "怪物火球术";
doenchant = 0;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/怪物技能/飞行/带尾焰的火球.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/怪物技能/击中/爆炸效果.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 500;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2191Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 500;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 60f;
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 60f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7f86417bb06f4443c8a25879a76f4f81
@@ -0,0 +1,179 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2192 : Skill
{
public const int SKILL_ID = 2192;
public Skill2192() : base(SKILL_ID)
{
}
}
#endif
public class Skill2192Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 2350;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 1000;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetGolddamage(skill.GetMagicattack());
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2192Stub() : base(2192)
{
cls = 127;
name = "单体金远";
nativename = "单体金远";
icon = "";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 2;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "怪物风球术";
doenchant = 0;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/怪物技能/飞行/风球飞行.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/怪物技能/击中/电击中效果.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 500;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2192Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 1000;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 35f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 40f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ed6e37d6e452846d4b866200d3011359
@@ -0,0 +1,178 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2193 : Skill
{
public const int SKILL_ID = 2193;
public Skill2193() : base(SKILL_ID)
{
}
}
#endif
public class Skill2193Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 2350;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 1000;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetWooddamage(skill.GetMagicattack());
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2193Stub() : base(2193)
{
cls = 127;
name = "单体木远";
nativename = "单体木远";
icon = "";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 3;
rank = 0;
eventflag = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "怪物喷蚁酸";
doenchant = 0;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = string.Empty;
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/怪物技能/击中/毒击中效果.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 500;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2193Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 1000;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 35f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 40f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0d32aee01a6894fd3a5fad7e1c60a8d8
@@ -0,0 +1,186 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2194 : Skill
{
public const int SKILL_ID = 2194;
public Skill2194() : base(SKILL_ID)
{
}
}
#endif
public class Skill2194Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 2350;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 1000;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetWaterdamage(skill.GetMagicattack());
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2194Stub() : base(2194)
{
cls = 127;
name = "单体水远";
nativename = "单体水远";
icon = "";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 4;
rank = 0;
eventflag = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "怪物冰球术";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/怪物技能/飞行/冰球飞行.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/怪物技能/击中/冰碎裂效果.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 500;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2194Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 1000;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 35f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (6000);
skill.GetVictim ().SetRatio (0.4f);
skill.GetVictim ().SetSlow (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 40f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a4ab87e63b45f4d759dd1b3ffda9f754
@@ -0,0 +1,178 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2195 : Skill
{
public const int SKILL_ID = 2195;
public Skill2195() : base(SKILL_ID)
{
}
}
#endif
public class Skill2195Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 2350;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 1000;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetFiredamage(skill.GetMagicattack());
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2195Stub() : base(2195)
{
cls = 127;
name = "单体火远";
nativename = "单体火远";
icon = "";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 5;
rank = 0;
eventflag = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "怪物火球术";
doenchant = 0;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/怪物技能/飞行/带尾焰的火球.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/怪物技能/击中/爆炸效果.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 500;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2195Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 500;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 35f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 40f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 81fdda171fe1e4015997b147fe7874bc
@@ -0,0 +1,178 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2196 : Skill
{
public const int SKILL_ID = 2196;
public Skill2196() : base(SKILL_ID)
{
}
}
#endif
public class Skill2196Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 2350;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 1000;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetEarthdamage(skill.GetMagicattack());
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2196Stub() : base(2196)
{
cls = 127;
name = "单体土远";
nativename = "单体土远";
icon = "";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 6;
rank = 0;
eventflag = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "怪物掷石";
doenchant = 0;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/怪物技能/飞行/石头飞行.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/怪物技能/击中/石头击碎.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)1;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 500;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2196Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 1000;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 35f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 40f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2aa9469b6522c42dc9d0b8d94a3ca13d
@@ -0,0 +1,179 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2197 : Skill
{
public const int SKILL_ID = 2197;
public Skill2197() : base(SKILL_ID)
{
}
}
#endif
public class Skill2197Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 2350;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 1000;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetDamage(skill.GetMagicattack());
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2197Stub() : base(2197)
{
cls = 127;
name = "单体物远";
nativename = "单体物远";
icon = "";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 2;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "怪物沦技能攻击";
doenchant = 0;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/怪物技能/飞行/沦技能飞行.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/怪物技能/击中/沦技能击中.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 1500;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2197Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 1000;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 35f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 40f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7933b283f953a470c8335ecf83b5f3c7
@@ -0,0 +1,186 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2198 : Skill
{
public const int SKILL_ID = 2198;
public Skill2198() : base(SKILL_ID)
{
}
}
#endif
public class Skill2198Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 2350;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 1000;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2198Stub() : base(2198)
{
cls = 127;
name = "单体火dot远";
nativename = "单体火dot远";
icon = "";
max_level = 10;
type = 3;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 5;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "怪物喷火术";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = string.Empty;
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/怪物技能/击中/燃烧.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)7;
m_TargetMode = (GfxTargetMode)6;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 0;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2198Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 1000;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 35f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (15000);
skill.GetVictim ().SetAmount (skill.GetMagicdamage ());
skill.GetVictim ().SetBurning (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 40f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e318327c48e024721bb16e66337fc6a9
@@ -0,0 +1,159 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2199 : Skill
{
public const int SKILL_ID = 2199;
public Skill2199() : base(SKILL_ID)
{
}
}
#endif
public class Skill2199Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2199Stub() : base(2199)
{
cls = 127;
name = "仙幻天传送球";
nativename = "仙幻天传送球";
icon = "";
max_level = 10;
type = 3;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 2;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2199Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 50;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 5f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 8f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 116);
skill.GetVictim ().SetTime (500);
skill.GetVictim ().SetRatio (-162);
skill.GetVictim ().SetAmount (260);
skill.GetVictim ().SetValue (-433);
skill.GetVictim ().SetDelaytransmit (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 40f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: df286dab530614cd6b6eee58857f8ebe
@@ -0,0 +1,159 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2200 : Skill
{
public const int SKILL_ID = 2200;
public Skill2200() : base(SKILL_ID)
{
}
}
#endif
public class Skill2200Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2200Stub() : base(2200)
{
cls = 127;
name = "魔幻天传送球";
nativename = "魔幻天传送球";
icon = "";
max_level = 10;
type = 3;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 2;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2200Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 50;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 5f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 8f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 117);
skill.GetVictim ().SetTime (500);
skill.GetVictim ().SetRatio (-191);
skill.GetVictim ().SetAmount (258.5f);
skill.GetVictim ().SetValue (-462);
skill.GetVictim ().SetDelaytransmit (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 40f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 45f140c6cee2e48c99f90c5ea9abac5d
@@ -0,0 +1,187 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2201 : Skill
{
public const int SKILL_ID = 2201;
public Skill2201() : base(SKILL_ID)
{
}
}
#endif
public class Skill2201Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2201Stub() : base(2201)
{
cls = 127;
name = "赛马光环";
nativename = "赛马光环";
icon = "";
max_level = 10;
type = 2;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 0;
eventflag = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "怪物治疗术";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/怪物技能/击中/治疗效果.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)7;
m_TargetMode = (GfxTargetMode)7;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 2000;
m_bTraceTarget = true;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = true;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 5;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2201Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 50;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 0f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * skill.GetPlayer ().GetLevel ());
skill.GetVictim ().SetTime (3600000);
skill.GetVictim ().SetRatio (3);
skill.GetVictim ().SetAmount (skill.GetLevel ());
skill.GetVictim ().SetValue (2268);
skill.GetVictim ().SetAurabless2 (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 0f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 4bc85ebd0620043678af72e7cae54f82
@@ -0,0 +1,187 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2205 : Skill
{
public const int SKILL_ID = 2205;
public Skill2205() : base(SKILL_ID)
{
}
}
#endif
public class Skill2205Stub : SkillStub
{
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2205Stub() : base(2205)
{
cls = 127;
name = "纯表现光效";
nativename = "纯表现光效";
icon = "宠物强体";
max_level = 10;
type = 2;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 2;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "兽王鼓舞";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = string.Empty;
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/兽王鼓舞击中.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 0;
m_bTraceTarget = true;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 5;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2205Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 50;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 10f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 3f;
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetTime (3600000);
skill.GetVictim ().SetRatio (0);
skill.GetVictim ().SetAmount (46 * (skill.GetLevel () - 1) + 2);
skill.GetVictim ().SetValue (0);
skill.GetVictim ().SetInsertvstate (1);
skill.GetVictim ().SetProbability (1.0f * skill.GetLevel () == 1 ? 100 : 0);
skill.GetVictim ().SetTime (3600000);
skill.GetVictim ().SetRatio (0.95f);
skill.GetVictim ().SetSlow (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 10f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: bbde4a2ddad4a4a66adf4da4bd222cc4
@@ -0,0 +1,188 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2266 : Skill
{
public const int SKILL_ID = 2266;
public Skill2266() : base(SKILL_ID)
{
}
}
#endif
public class Skill2266Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2266Stub() : base(2266)
{
cls = 127;
name = "怪物诅咒光环";
nativename = "怪物诅咒光环";
icon = "";
max_level = 10;
type = 2;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "怪物治疗术";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/怪物技能/击中/治疗效果.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)7;
m_TargetMode = (GfxTargetMode)7;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 2000;
m_bTraceTarget = true;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = true;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 5;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2266Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 50;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 15f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 2);
skill.GetVictim ().SetTime (600000);
skill.GetVictim ().SetRatio (10);
skill.GetVictim ().SetAmount (skill.GetLevel ());
skill.GetVictim ().SetValue (2267);
skill.GetVictim ().SetAuracurse2 (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 25f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: dba0ac7d9ba64480a9113aa1a88c2156
@@ -0,0 +1,132 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2267 : Skill
{
public const int SKILL_ID = 2267;
public Skill2267() : base(SKILL_ID)
{
}
}
#endif
public class Skill2267Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
public Skill2267Stub() : base(2267)
{
cls = 127;
name = "诅咒光环效果";
nativename = "诅咒光环效果";
icon = "";
max_level = 10;
type = 3;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "1霸王暴怒";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = string.Empty;
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/霸王暴怒击中.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 0;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.5f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
}
~Skill2267Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 0;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 0f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (6000);
skill.GetVictim ().SetRatio (0.5f);
skill.GetVictim ().SetSlow (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 0f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: cfe42b169e2bf49238b12068066ed45e
@@ -0,0 +1,132 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2268 : Skill
{
public const int SKILL_ID = 2268;
public Skill2268() : base(SKILL_ID)
{
}
}
#endif
public class Skill2268Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
public Skill2268Stub() : base(2268)
{
cls = 127;
name = "赛马光环效果";
nativename = "赛马光环效果";
icon = "";
max_level = 10;
type = 2;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "怪物治疗术";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/怪物技能/击中/治疗效果.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)7;
m_TargetMode = (GfxTargetMode)7;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 2000;
m_bTraceTarget = true;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = true;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
}
~Skill2268Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 0;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 0f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * skill.GetPlayer ().GetMaxhp ());
skill.GetVictim ().SetTime (6000);
skill.GetVictim ().SetRatio (skill.GetLevel ());
skill.GetVictim ().SetSpeedup (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 0f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 94061e472224a4e3eb12f0ba703b95e2
@@ -0,0 +1,154 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2269 : Skill
{
public const int SKILL_ID = 2269;
public Skill2269() : base(SKILL_ID)
{
}
}
#endif
public class Skill2269Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2269Stub() : base(2269)
{
cls = 127;
name = "药品-加速、对怪伤害提高";
nativename = "药品-加速、对怪伤害提高";
icon = "";
max_level = 5;
type = 4;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 0;
eventflag = 0;
clslimit = 0;
time_type = 1;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "凌波微步";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = string.Empty;
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/凌波微步击中.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 1000;
m_bTraceTarget = true;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 5;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
#endif
}
~Skill2269Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 0;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 0f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * skill.GetLevel () == 1 ? 100 : 0);
skill.GetVictim ().SetTime (3600000);
skill.GetVictim ().SetRatio (0.5f);
skill.GetVictim ().SetSpeedup (1);
skill.GetVictim ().SetProbability (1.0f * skill.GetLevel () == 2 ? 100 : 0);
skill.GetVictim ().SetTime (3600000);
skill.GetVictim ().SetRatio (0.5f);
skill.GetVictim ().SetEnhanceskilldamage (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 0f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 51f0442c7f95d43efba9fd89c73f7c13
@@ -0,0 +1,151 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2270 : Skill
{
public const int SKILL_ID = 2270;
public Skill2270() : base(SKILL_ID)
{
}
}
#endif
public class Skill2270Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 1, 2, 3, 4, 5 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2270Stub() : base(2270)
{
cls = 127;
name = "药品-重生";
nativename = "药品-重生";
icon = "";
max_level = 10;
type = 4;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 0;
eventflag = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "润泽";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/人物技能/飞行/润泽.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)7;
m_TargetMode = (GfxTargetMode)7;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 2000;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = true;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 5;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
#endif
}
~Skill2270Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 0;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 0f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetTime (14400000);
skill.GetVictim ().SetRatio (0);
skill.GetVictim ().SetAmount (0.1f * skill.GetLevel ());
skill.GetVictim ().SetValue (0.1f * skill.GetLevel ());
skill.GetVictim ().SetChanceofrebirth (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 250f;
public float GetHitrate(Skill skill) => 0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c5b0848fb3fef41c19a70f94b7f45ace
@@ -0,0 +1,151 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2273 : Skill
{
public const int SKILL_ID = 2273;
public Skill2273() : base(SKILL_ID)
{
}
}
#endif
public class Skill2273Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2273Stub() : base(2273)
{
cls = 127;
name = "物品技能-反隐";
nativename = "物品技能-反隐";
icon = "";
max_level = 10;
type = 4;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 1;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "剑灵_归刃诀";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/状态效果/归刃诀_瞬发.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)7;
m_TargetMode = (GfxTargetMode)7;
m_AttFlyMode = (GfxAttackMode)1;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 2000;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 5;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
#endif
}
~Skill2273Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 0;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 0f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (30000);
skill.GetVictim ().SetValue (skill.GetLevel ());
skill.GetVictim ().SetIncantiinvisibleactive (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 0f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b8366c597860047a8ba82382f9ffde60
@@ -0,0 +1,186 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2274 : Skill
{
public const int SKILL_ID = 2274;
public Skill2274() : base(SKILL_ID)
{
}
}
#endif
public class Skill2274Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 2000;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2274Stub() : base(2274)
{
cls = 127;
name = "怪物变身";
nativename = "怪物变身";
icon = "";
max_level = 10;
type = 3;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 2;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 1;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 3;
effect = "庇护";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = string.Empty;
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/庇护击中.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 0;
m_bTraceTarget = true;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2274Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 2000;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 15f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 5f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetTime (30000);
skill.GetVictim ().SetRatio (0);
skill.GetVictim ().SetValue (25 + skill.GetLevel ());
skill.GetVictim ().SetBeastieform (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 00c184673214e4ddc8ef8116a3815727
@@ -0,0 +1,189 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2275 : Skill
{
public const int SKILL_ID = 2275;
public Skill2275() : base(SKILL_ID)
{
}
}
#endif
public class Skill2275Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 500;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 500;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2275Stub() : base(2275)
{
cls = 127;
name = "发射";
nativename = "发射";
icon = "";
max_level = 10;
type = 3;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 3;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 15;
effect = "企鹅";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/怪物技能/飞行/企鹅飞行.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/怪物技能/击中/企鹅击中.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 3000;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = true;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2275Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 500;
public override int GetCoolingtime(Skill skill) => 2000;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 15f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * skill.GetPlayer ().GetCls () ==
-1 ? (skill.GetPlayer ().GetLevel () ==
150 ? (skill.GetPlayer ().GetMaxhp () == 813246 ? 100 : 0) : 0) : 0);
skill.GetVictim ().SetValue (5 * skill.GetLevel ());
skill.GetVictim ().SetRepel (1);
skill.GetVictim ().SetValue (skill.GetPlayer ().GetCls () == -1 ? 1000 : 1);
skill.GetVictim ().SetPhysichurt (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 25f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3a8242485ab3043b880184ffbedf96d7
@@ -0,0 +1,187 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2291 : Skill
{
public const int SKILL_ID = 2291;
public Skill2291() : base(SKILL_ID)
{
}
}
#endif
public class Skill2291Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 1500;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 1500;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2291Stub() : base(2291)
{
cls = 127;
name = "吸取能量";
nativename = "吸取能量";
icon = "寒冰领域";
max_level = 10;
type = 3;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 2;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 3;
effect = "吸星大法蓝色";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/状态效果/蓝色连线.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/寒霜_击中.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)8;
m_TargetMode = (GfxTargetMode)9;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 1000;
m_bTraceTarget = true;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = false;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)2;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2291Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 1500;
public override int GetCoolingtime(Skill skill) => 8000;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 15f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 1000;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * skill.GetPlayer ().GetCls () ==
-1 ? (skill.GetPlayer ().GetLevel () ==
131 ? (skill.GetPlayer ().GetMaxhp () == 4123 ? 100 : 0) : 0) : 0);
skill.GetVictim ().SetValue (skill.GetPlayer ().GetMaxhp () * 1.2f);
skill.GetVictim ().SetDirecthurt (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 25f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 24d325a3e62be4e0badaa5aad4d4c10f
@@ -0,0 +1,152 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2318 : Skill
{
public const int SKILL_ID = 2318;
public Skill2318() : base(SKILL_ID)
{
}
}
#endif
public class Skill2318Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 1, 2, 3, 4, 5 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2318Stub() : base(2318)
{
cls = 127;
name = "穹世界奖励攻击药";
nativename = "穹世界奖励攻击药";
icon = "";
max_level = 5;
type = 4;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 0;
eventflag = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "怪物治疗术";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/怪物技能/击中/治疗效果.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)7;
m_TargetMode = (GfxTargetMode)7;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 2000;
m_bTraceTarget = true;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = true;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 5;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
#endif
}
~Skill2318Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 0;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 0f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetTime (3600000);
skill.GetVictim ().SetRatio (0.22f);
skill.GetVictim ().SetGiant (1);
skill.GetVictim ().SetTime (3600000);
skill.GetVictim ().SetRatio (0.5f);
skill.GetVictim ().SetBlessmagic (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 250f;
public float GetHitrate(Skill skill) => 0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8d7da3edfd4e14ac2aeeaa1b13376152
@@ -0,0 +1,160 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2319 : Skill
{
public const int SKILL_ID = 2319;
public Skill2319() : base(SKILL_ID)
{
}
}
#endif
public class Skill2319Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2319Stub() : base(2319)
{
cls = 127;
name = "穹世界奖励防御药";
nativename = "穹世界奖励防御药";
icon = "";
max_level = 5;
type = 4;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 0;
eventflag = 0;
clslimit = 0;
time_type = 1;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "蓄气";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/人物技能/飞行/蓄气击中.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)7;
m_TargetMode = (GfxTargetMode)6;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 3000;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 5;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
#endif
}
~Skill2319Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 0;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 0f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetTime (3600000);
skill.GetVictim ().SetRatio (0.4f);
skill.GetVictim ().SetStoneskin (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (3600000);
skill.GetVictim ().SetRatio (0.4f);
skill.GetVictim ().SetIncresist (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (3600000);
skill.GetVictim ().SetRatio (0.22f);
skill.GetVictim ().SetInchp (1);
skill.GetVictim ().SetTime (3600000);
skill.GetVictim ().SetRatio (0.4f);
skill.GetVictim ().SetIronshield (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 0f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 231a55b20b6c4400b866153a0f4d95d9
@@ -0,0 +1,185 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2320 : Skill
{
public const int SKILL_ID = 2320;
public Skill2320() : base(SKILL_ID)
{
}
}
#endif
public class Skill2320Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2320Stub() : base(2320)
{
cls = 127;
name = "水银兽马甲技能";
nativename = "水银兽马甲技能";
icon = "";
max_level = 10;
type = 2;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "巫师_冷凝术改";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = string.Empty;
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/巫师_冷凝术改_击中.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)1;
m_dwFlyTime = 0;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = false;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 5;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2320Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 50;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 5f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetValue (1000);
skill.GetVictim ().SetHeal (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 0f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5dffffa1fa5864b70ae8bfe8e672321d
@@ -0,0 +1,179 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2321 : Skill
{
public const int SKILL_ID = 2321;
public Skill2321() : base(SKILL_ID)
{
}
}
#endif
public class Skill2321Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetWaterdamage(skill.GetMagicattack() * skill.GetLevel());
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2321Stub() : base(2321)
{
cls = 127;
name = "水银兽马甲攻击";
nativename = "水银兽马甲攻击";
icon = "";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 4;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "羽芒_冰霜散射_击中";
doenchant = 0;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = string.Empty;
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/羽芒_冰霜散射_击中.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 0;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2321Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 50;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 6f;
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 6f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c28f84c146aab48a6a56a2c5a8878b48
@@ -0,0 +1,156 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2322 : Skill
{
public const int SKILL_ID = 2322;
public Skill2322() : base(SKILL_ID)
{
}
}
#endif
public class Skill2322Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 1000;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 1000;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2322Stub() : base(2322)
{
cls = 127;
name = "靶子嘲讽";
nativename = "靶子嘲讽";
icon = "";
max_level = 10;
type = 3;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 4;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2322Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 50;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 3f;
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 3f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 90000;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetValue (50000);
skill.GetVictim ().SetAssault (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 572c6874578c64cafb8713ce135276aa
@@ -0,0 +1,192 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2323 : Skill
{
public const int SKILL_ID = 2323;
public Skill2323() : base(SKILL_ID)
{
}
}
#endif
public class Skill2323Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2323Stub() : base(2323)
{
cls = 127;
name = "小水银兽冰封";
nativename = "小水银兽冰封";
icon = "";
max_level = 10;
type = 3;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 4;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "巫师_冷凝术";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/人物技能/飞行/巫师_冷凝术_飞行击中.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)8;
m_TargetMode = (GfxTargetMode)1;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 2000;
m_bTraceTarget = true;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = true;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2323Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 50;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 15f;
public float GetAttackdistance(Skill skill) => 11f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 10f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (5000);
skill.GetVictim ().SetRatio (0.1f);
skill.GetVictim ().SetDizzyinchurt (1);
skill.GetVictim ().SetTime (5000);
skill.GetVictim ().SetRatio (0);
skill.GetVictim ().SetAmount (109);
skill.GetVictim ().SetValue (0);
skill.GetVictim ().SetInsertvstate (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 1.0f;
public float GetTalent0(PlayerWrapper player) => player.GetMagicattack ();
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6a0bf629da8524daf9056245cbf77be8
@@ -0,0 +1,200 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2324 : Skill
{
public const int SKILL_ID = 2324;
public Skill2324() : base(SKILL_ID)
{
}
}
#endif
public class Skill2324Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill) => 0;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2324Stub() : base(2324)
{
cls = 127;
name = "流银祝福";
nativename = "流银祝福";
icon = "";
max_level = 10;
type = 2;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "剑灵_归刃诀";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/状态效果/归刃诀_瞬发.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)7;
m_TargetMode = (GfxTargetMode)7;
m_AttFlyMode = (GfxAttackMode)1;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 2000;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 5;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2324Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 50;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 5f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (600000);
skill.GetVictim ().SetShowicon (0);
skill.GetVictim ().SetValue (skill.GetLevel () * 0.1f);
skill.GetVictim ().SetAdddefencedegree (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (600000);
skill.GetVictim ().SetRatio (0.85f);
skill.GetVictim ().SetValue (600000);
skill.GetVictim ().SetDecnormalattackhurt (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (600000);
skill.GetVictim ().SetRatio (skill.GetLevel () * 0.1f);
skill.GetVictim ().SetInchp (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (9000);
skill.GetVictim ().SetValue (skill.GetPlayer ().GetMaxhp ());
skill.GetVictim ().SetHpgen (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 0f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: fd4f0757054904f62862c972aa6b46b1
@@ -0,0 +1,173 @@
#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill2325 : Skill
{
public const int SKILL_ID = 2325;
public Skill2325() : base(SKILL_ID)
{
}
}
#endif
public class Skill2325Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 50;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2325Stub() : base(2325)
{
cls = 127;
name = "青蛙诅咒";
nativename = "青蛙诅咒";
icon = "";
max_level = 10;
type = 3;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "巫师_冥王乐土";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = string.Empty;
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/冥王乐土_击中.gfx";
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 0;
m_bTraceTarget = true;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = true;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// Area parameters (commented out) / 区域参数(已注释)
// m_bArea = false;
// m_Shape = (EmitShape)0;
// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
// Param (commented out) / 参数(已注释)
// m_paramType = (GfxSkillValType)1;
// m_param = new GFX_SKILL_PARAM();
// m_param.nVal = 0;
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
#endif
}
~Skill2325Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 50;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 20f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 40f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.ReplacePercentD(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (5000 * skill.GetLevel ());
skill.GetVictim ().SetRatio (0.2f);
skill.GetVictim ().SetSlow (1);
skill.GetVictim ().SetTime (5000 * skill.GetLevel ());
skill.GetVictim ().SetRatio (0);
skill.GetVictim ().SetValue (26);
skill.GetVictim ().SetBeastieform (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 50f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ceba8621626db4d71b2553fc08ce06ca

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