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|
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_receiveOctets.Capacity,
|
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token
|
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);
|
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|
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// if (bytesRead > 0)
|
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// {
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// _logger.Log(LogType.Info, $"ProcessReceivedData:: Last Byte: {_receiveOctets.RawBuffer[currentBufferLength + bytesRead - 1]}");
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// if (_previousLength > 0)
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// _logger.Log(LogType.Info, $"ProcessReceivedData:: Buffer remaining data size from {_previousLength} to {currentBufferLength + bytesRead} --- Last byte: {_receiveOctets.RawBuffer[_previousLength - 1]}");
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// }
|
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//
|
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// _previousLength = currentBufferLength + bytesRead; // cache to check if the buffer is growing
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}
|
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catch (IOException ex)
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when (ex.InnerException is SocketException se
|
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|
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@@ -0,0 +1,23 @@
|
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namespace BrewMonster.Scripts.Skills
|
||||
{
|
||||
public enum enumSkillFitLevelState
|
||||
{
|
||||
SKILL_FIT_LEVEL, // 技能满足等级、修真、境界条件 / Skill meets level, cultivation, realm requirements
|
||||
SKILL_NOT_FIT_LEVEL, // 技能不满足等级、修真、境界条件 / Skill does not meet level, cultivation, realm requirements
|
||||
}
|
||||
|
||||
public enum enumSkillLearnedState
|
||||
{
|
||||
SKILL_NOT_LEARNED, // 技能未学习 / Skill not learned
|
||||
SKILL_LEARNED, // 技能已学习,但不满级 / Skill learned but not at max level
|
||||
SKILL_FULL, // 技能已满级 / Skill at max level
|
||||
SKILL_OVERRIDDEN, // 技能已被覆盖 / Skill has been overridden
|
||||
}
|
||||
|
||||
public enum enumEvilGod
|
||||
{
|
||||
SKILL_BASE, // 普通技能 / Normal skill
|
||||
SKILL_EVIL, // 仙技能 / Immortal skill
|
||||
SKILL_GOD, // 魔技能 / Demonic skill
|
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}
|
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}
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guid: 0ac9cd34c55ab4c668b852e4e2d6a67c
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using System.Collections.Generic;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace BrewMonster.Scripts.Skills
|
||||
{
|
||||
public enum skill_type{
|
||||
TYPE_ATTACK = 1, // Attack // 锟斤拷锟斤拷锟斤拷锟斤拷
|
||||
TYPE_BLESS = 2, // Blessing // 锟斤拷锟斤拷祝锟斤拷
|
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TYPE_CURSE = 3, // Curse // 锟斤拷锟斤拷锟斤拷锟斤拷
|
||||
TYPE_SUMMON = 4, // Summon // 锟斤拷品锟斤拷锟斤拷
|
||||
TYPE_PASSIVE = 5, // Passive // 锟斤拷锟斤拷
|
||||
TYPE_ENABLED = 6, // Enabled // 锟斤拷锟斤拷锟斤拷锟斤拷
|
||||
TYPE_LIVE = 7, // Live // 锟斤拷锟斤拷
|
||||
TYPE_JUMP = 8, // Jump // 瞬锟斤拷
|
||||
TYPE_PRODUCE = 9, // Production (Crafting) // 锟斤拷锟斤拷(锟斤拷锟斤拷)
|
||||
TYPE_BLESSPET = 10, // Pet Blessing // 锟斤拷锟斤拷祝锟斤拷
|
||||
TYPE_NEUTRALBLESS = 11, // Neutral Blessing // 锟斤拷锟斤拷祝锟斤拷
|
||||
};
|
||||
|
||||
public enum range_type{
|
||||
TYPE_POINT = 0, // 锟斤拷
|
||||
TYPE_LINE = 1, // 锟斤拷
|
||||
TYPE_SELFSPHERE = 2, // 锟斤拷锟斤拷为锟斤拷锟侥碉拷锟斤拷
|
||||
TYPE_TARGETSPHERE = 3, // 目锟斤拷为锟斤拷锟侥碉拷锟斤拷
|
||||
TYPE_TAPER = 4, // 圆锥
|
||||
TYPE_SLEF = 5, // 锟斤拷锟斤拷
|
||||
};
|
||||
|
||||
[StructLayout(LayoutKind.Sequential, Pack = 1)]
|
||||
public struct LearnRequirement
|
||||
{
|
||||
public int level; // 等级要求 // Level requirement
|
||||
public int sp; // 技能点 // Skill points
|
||||
public int money; // 金钱 // Money
|
||||
public int profession; // 职业 // Profession
|
||||
public int rank; // 阶级别 // Rank level
|
||||
public int realm_level; // 境界等级 // Realm level
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential, Pack = 1)]
|
||||
public struct PetRequirement
|
||||
{
|
||||
public int level; // 等级级别 // Level requirement
|
||||
public int sp; // 宠物技能点 // Pet skill points
|
||||
public int list; // 宠物技能列表 // Pet skill list
|
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public int lsize; // 列表大小 // List size
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential, Pack = 1)]
|
||||
public struct GoblinRequirement
|
||||
{
|
||||
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 5)]
|
||||
public int[] genius; // 小精灵技能天赋 // Goblin skill talents
|
||||
public int profession; // 职业 // Profession
|
||||
public int sp; // 精灵元气 // Spirit points
|
||||
public int money; // 精灵金钱 // Money
|
||||
public int level; // 小精灵等级 // Goblin level
|
||||
public int mp; // 小精灵当前魔法点数 // Current magic points
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential, Pack = 1)]
|
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public struct ComboSkillState
|
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{
|
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public const int MAX_COMBO_ARG = 3;
|
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public uint skillid;
|
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[MarshalAs(UnmanagedType.ByValArray, SizeConst = MAX_COMBO_ARG)]
|
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public int[] arg;
|
||||
}
|
||||
|
||||
public struct UseRequirement
|
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{
|
||||
public int mp; //魔锟斤拷 // Magic points
|
||||
public int ap; //怒锟斤拷值 // Anger points
|
||||
public int form; //锟斤拷锟斤拷状态 // Form state
|
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public int weapon; //锟斤拷锟斤拷 // Weapon
|
||||
public int freepackage; //锟斤拷锟斤拷锟斤拷剩锟斤拷锟斤拷目 // Remaining inventory slots
|
||||
public int arrow; //装锟斤拷锟斤拷支锟斤拷目 // Number of arrows loaded
|
||||
public int move_env; //锟狡讹拷锟斤拷锟斤拷 // Movement environment
|
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public bool is_combat; //锟角凤拷战锟斤拷状态 // Whether in combat state
|
||||
public int hp; //锟斤拷前hp // Current HP
|
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public int max_hp; //锟斤拷锟絟p // Maximum HP
|
||||
// public ComboSkillState combo_state; //锟斤拷锟斤拷锟斤拷锟斤拷锟斤拷 // Combo skill state
|
||||
};
|
||||
|
||||
public struct GoblinUseRequirement
|
||||
{
|
||||
public int mp; //锟斤拷锟斤拷(元锟斤拷)
|
||||
public int ap; //锟斤拷锟斤拷(锟斤拷锟斤拷)
|
||||
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 5)]
|
||||
public int[] genius; //小锟斤拷锟介技锟斤拷锟届赋锟斤拷
|
||||
public int profession; //锟斤拷锟斤拷职业
|
||||
public int level; //小锟斤拷锟斤拷燃锟斤拷锟斤拷锟斤拷诩锟斤拷锟斤拷锟斤拷锟斤拷锟斤拷锟?
|
||||
public int move_env; //锟斤拷锟剿碉拷前锟狡讹拷锟斤拷锟斤拷
|
||||
};
|
||||
|
||||
public class SkillStr
|
||||
{
|
||||
public virtual ushort[] Find(int id) {return new ushort[0];}
|
||||
}
|
||||
|
||||
public enum SKILL_STATE
|
||||
{
|
||||
SKILL_PERFORM,
|
||||
SKILL_DONE,
|
||||
}
|
||||
public class ElementSkill
|
||||
{
|
||||
public const byte FORM_MASK_HIGH = 0xC0;
|
||||
public const byte FORM_NORMAL = 0; //锟斤拷通锟斤拷态
|
||||
public const byte FORM_CLASS = 1; //职业锟斤拷锟斤拷
|
||||
public const byte FORM_BEASTIE = 2; //锟斤拷小锟斤拷锟斤拷
|
||||
public static uint NextSkill(uint id = 0)
|
||||
{
|
||||
//TODO: Implement this
|
||||
return 0;
|
||||
}
|
||||
|
||||
// 锟斤拷锟斤拷锟斤拷锟斤拷
|
||||
public virtual ushort[] GetName() { return null;}
|
||||
public virtual byte[] GetNativeName() { return null;}
|
||||
// 锟斤拷锟斤拷锟斤拷锟?,锟斤拷skill_type
|
||||
public virtual byte GetType() { return 1; }
|
||||
// 锟斤拷锟斤拷图锟斤拷
|
||||
public virtual byte[] GetIcon() { return null; }
|
||||
// 锟斤拷锟斤拷说锟斤拷
|
||||
public virtual ushort[] GetIntroduction(string buf,int len,SkillStr table) { return new ushort[0]; }
|
||||
// 锟斤拷锟斤拷职业锟斤拷锟斤拷
|
||||
public virtual int GetCls() { return -1; }
|
||||
// 锟斤拷锟斤拷锟斤拷却时锟戒,锟斤拷位锟斤拷锟斤拷
|
||||
public virtual int GetCoolingTime() { return 5000; }
|
||||
// 锟斤拷锟斤拷执锟斤拷时锟戒,锟斤拷位锟斤拷锟斤拷
|
||||
public virtual int GetExecuteTime() { return 1000; }
|
||||
// 目锟斤拷锟斤拷锟斤拷锟斤拷锟斤拷, 0:锟斤拷锟斤拷目锟疥,1:锟斤拷要目锟疥,2:目锟斤拷锟斤拷锟斤拷锟绞?锟斤拷, 3:目锟斤拷锟斤拷锟轿?锟斤拷锟斤拷, 4:目锟斤拷锟斤拷锟轿?锟斤拷锟斤拷
|
||||
public virtual int GetTargetType(){return 0;}
|
||||
// 锟斤拷锟斤拷锟斤拷效锟酵放撅拷锟斤拷: <-0.001锟斤拷锟斤拷目锟斤拷 -0.001-0.001 默锟较癸拷锟斤拷锟斤拷锟诫,>0.001 锟酵放撅拷锟斤拷
|
||||
public virtual float GetPrayRange(float range, float prayplus) { return 0; }
|
||||
|
||||
|
||||
// 锟斤拷锟斤拷锟斤拷锟芥级锟斤拷
|
||||
public virtual int GetRank() { return 0; }
|
||||
// 学习n锟斤拷锟斤拷锟斤拷要锟斤拷锟斤拷锟揭硷拷锟斤拷
|
||||
public virtual int GetRequiredLevel() { return 0;}
|
||||
// 学习n锟斤拷锟斤拷锟斤拷锟斤拷要锟侥硷拷锟杰碉拷
|
||||
public virtual int GetRequiredSp() { return 0;}
|
||||
// 学习n锟斤拷锟斤拷要锟侥硷拷锟斤拷锟斤拷
|
||||
public virtual int GetRequiredBook() { return 0;}
|
||||
// 学习锟斤拷要锟斤拷钱
|
||||
public virtual int GetRequiredMoney() { return 0;}
|
||||
// 学习锟斤拷锟襟境斤拷燃锟?
|
||||
public virtual int GetRequiredRealmLevel() { return 0; }
|
||||
// 前锟结技锟斤拷
|
||||
public virtual Dictionary<uint, int> GetRequiredSkill() => new Dictionary<uint, int>();
|
||||
// 锟斤拷示顺锟斤拷
|
||||
public virtual int GetShowOrder() { return 0; }
|
||||
// 锟斤拷锟矫硷拷锟杰硷拷锟斤拷
|
||||
public virtual int SetLevel(int level) { return 0; }
|
||||
// 锟斤拷锟斤拷锟斤拷蠹侗锟?
|
||||
public virtual int GetMaxLevel() { return 0; }
|
||||
|
||||
// 锟角凤拷锟斤拷锟斤拷锟斤拷锟斤拷
|
||||
public virtual bool IsWarmup() { return false; }
|
||||
// 使锟矫猴拷锟角凤拷锟皆讹拷锟斤拷锟斤拷
|
||||
public virtual bool IsAutoAttack(){return false;}
|
||||
// 瞬锟斤拷锟斤拷锟斤拷
|
||||
public virtual bool IsInstant(){return false;}
|
||||
// 锟角凤拷锟斤拷锟斤拷锟斤拷锟?
|
||||
public virtual bool IsDurative() { return false; }
|
||||
// 杀锟剿凤拷围锟斤拷锟斤拷锟斤拷
|
||||
public virtual int GetRangeType() { return 0; }
|
||||
// 锟酵放伙拷锟斤拷锟斤拷锟斤拷锟叫★拷锟斤拷锟芥、水锟斤拷
|
||||
public virtual int GetCastEnv() { return 0; }
|
||||
// 锟斤拷取小锟斤拷锟斤拷学习锟斤拷锟酵放硷拷锟斤拷锟斤拷锟斤拷锟届赋锟斤拷
|
||||
public virtual int GetRequiredGenius(int idSkill) { return 0; }
|
||||
|
||||
// 效锟斤拷锟侥硷拷锟斤拷
|
||||
public virtual byte[] GetEffect() { return null;}
|
||||
public virtual byte[] GetElseEffect() { return null;}
|
||||
|
||||
// 使锟斤拷锟斤拷要MP
|
||||
public virtual int GetMpCost(){return 1;}
|
||||
|
||||
// 使锟斤拷锟斤拷要AP
|
||||
public virtual int GetApCost(){return 0;}
|
||||
|
||||
// 锟斤拷支锟斤拷锟斤拷
|
||||
public virtual int GetArrowCost(){return 0;}
|
||||
|
||||
// 锟斤拷锟斤拷锟斤拷锟斤拷锟叫讹拷
|
||||
public virtual bool ValidWeapon(int w) { return true; }
|
||||
// 0, 锟缴癸拷锟斤拷1锟斤拷锟斤拷锟斤拷锟斤拷匹锟戒;2, mp锟斤拷锟姐;3锟斤拷位锟斤拷锟斤拷锟斤拷锟斤拷锟斤拷锟姐;4锟斤拷锟斤拷锟斤拷锟斤拷锟斤拷锟斤拷锟斤拷悖?5锟斤拷锟斤拷锟斤拷ID, 6锟斤拷未选锟斤拷目锟斤拷
|
||||
public int Condition(UseRequirement info)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
public virtual bool IsAllowLand(){ return true; }
|
||||
public virtual bool IsAllowWater(){ return true; }
|
||||
public virtual bool IsAllowAir(){ return true; }
|
||||
public virtual bool GetNotuseInCombat(){ return false; }
|
||||
//锟角凤拷锟狡讹拷施锟斤拷
|
||||
public virtual bool IsMovingSkill() { return false; }
|
||||
// 锟斤拷锟斤拷锟杰凤拷锟节碉拷前锟斤拷锟斤拷状态锟斤拷使锟斤拷
|
||||
public bool IsValidForm(byte form)
|
||||
{
|
||||
byte form_type = (byte)((form & FORM_MASK_HIGH) >> 6);
|
||||
return ((GetAllowForms() & (1 << form_type))!=0);
|
||||
}
|
||||
public virtual byte GetAllowForms() { return 0; }
|
||||
public virtual bool Interrupt() { return true; }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fc68b472f6584455b9960c566b282a3e
|
||||
@@ -1,15 +1,168 @@
|
||||
namespace PerfectWorld.Scripts.Skills
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace BrewMonster.Scripts.Skills
|
||||
{
|
||||
|
||||
class Range
|
||||
public class Range
|
||||
{
|
||||
/// <summary>0=point 1=line 2=self sphere 3=target sphere 4=cone 5=self</summary>
|
||||
public char type; // 0点 1线 2自身球 3目标球 4圆锥形 5自身
|
||||
|
||||
public bool IsPoint() { return type == 0; }
|
||||
public bool IsLine() { return type == 1; }
|
||||
public bool IsSelfBall() { return type == 2; }
|
||||
public bool IsTargetBall() { return type == 3; }
|
||||
public bool IsSector() { return type == 4; }
|
||||
public bool IsSelf() { return type == 5; }
|
||||
public bool NoTarget() { return type == 2 || type == 5; }
|
||||
|
||||
}
|
||||
|
||||
public class SkillStub
|
||||
// 占位技能类 // Placeholder Skill class
|
||||
public class Skill : ElementSkill
|
||||
{
|
||||
}
|
||||
|
||||
public abstract class SkillStub
|
||||
{
|
||||
public uint ID;
|
||||
public const int MIN_LEVEL = 1;
|
||||
public const int MAX_LEVEL = 10;
|
||||
|
||||
// Base info
|
||||
public uint id; // 唯一锟斤拷锟街憋拷识 // Unique identifier
|
||||
public int cls; // 职业 // Class/Profession
|
||||
public ushort[] name; // 锟斤拷锟斤拷锟斤拷锟斤拷 // Skill name
|
||||
public byte[] nativename; // 锟斤拷锟斤拷锟斤拷 // Native name
|
||||
public byte[] icon; // 锟斤拷锟斤拷图锟斤拷 // Skill icon
|
||||
public int max_level; // 锟斤拷锟斤拷锟斤拷蠹侗锟? // Maximum level
|
||||
public byte type; // 锟斤拷锟斤拷锟斤拷锟? 1锟斤拷锟斤拷锟斤拷锟斤拷 2锟斤拷锟斤拷锟斤拷锟斤拷 3锟斤拷锟斤拷锟劫伙拷 4锟斤拷锟斤拷 5锟斤拷锟斤拷 // Skill type: 1-Normal 2-Special 3-Partner 4-Mount 5-Other
|
||||
|
||||
// Execute condition
|
||||
public bool allow_ride; // 锟斤拷锟斤拷锟叫? // Allow while riding
|
||||
public short attr; // 锟斤拷锟斤拷锟斤拷锟斤拷锟斤拷, 1锟斤拷锟斤拷锟斤拷2锟斤拷3木锟斤拷4水锟斤拷5锟斤拷6锟斤拷 锟斤拷选一 默锟较o拷锟斤拷锟斤拷锟斤拷 // Attribute: 1-Metal 2-Earth 3-Wood 4-Water 5-Fire 6-Special (Choose one, default none)
|
||||
public int rank; // 锟斤拷锟芥级锟斤拷 // Rank
|
||||
public int eventflag; // Event flag
|
||||
public byte is_senior; // Senior flag
|
||||
public bool is_inherent; // 锟斤拷锟斤拷锟斤拷锟杰o拷锟斤拷锟斤拷学锟斤拷锟斤拷锟斤拷 // Inherent skill, cannot be learned
|
||||
public bool is_movingcast; // 锟狡讹拷施锟斤拷 // Can cast while moving
|
||||
public int npcdelay; // NPC delay
|
||||
public int showorder; // Display order
|
||||
public byte allow_forms; // Allowed forms
|
||||
public int apcost; // AP cost
|
||||
public int apgain; // AP gain
|
||||
public byte doenchant; // Do enchant
|
||||
public byte dobless; // Do bless
|
||||
public int arrowcost; // Arrow cost
|
||||
public Dictionary<uint, int> pre_skills;
|
||||
|
||||
// Execute condition
|
||||
public bool allow_land; // 陆地有效 // Effective on land
|
||||
public bool allow_air; // 空中有效 // Effective in air
|
||||
public bool allow_water; // 水中有效 // Effective in water
|
||||
public bool notuse_in_combat; // 战斗状态不可用 // Cannot use in combat state
|
||||
public int restrict_corpse; // 只对尸体有效 // Only effective on corpses
|
||||
public bool restrict_change; // 是否可以变身 // Whether can transform
|
||||
public bool restrict_attach; // 是否可以附身 // Whether can possess
|
||||
public bool auto_attack; // 使用后是否自动攻击 // Whether to auto attack after use
|
||||
public char time_type; // 瞬发类型 // Instant cast type
|
||||
public char long_range;
|
||||
public char posdouble; // 位置选择 // Position selection
|
||||
public int clslimit; // 职业限制 // Class restriction
|
||||
|
||||
public int commoncooldown; // 公共冷却mask bit0-4 技能冷却0-4 bit5-9 物品冷却0-4
|
||||
// Common cooldown mask bit0-4 skill cooldown 0-4 bit5-9 item cooldown 0-4
|
||||
public int commoncooldowntime; // 冷却时间,单位毫秒 // Cooldown time in milliseconds
|
||||
|
||||
public int itemcost; // 释放时消耗物品 >0有效 // Item cost when casting, effective if >0
|
||||
|
||||
// 连击相关 // Combo related
|
||||
public int combosk_preskill;
|
||||
public int combosk_interval;
|
||||
public int combosk_nobreak;
|
||||
|
||||
public byte[] effect;
|
||||
public byte[] aerial_effect;
|
||||
|
||||
public Range range;
|
||||
public bool has_stateattack;
|
||||
|
||||
public List<int> restrict_weapons;
|
||||
public static Dictionary<uint, SkillStub> map;
|
||||
public static Dictionary<uint, SkillStub> GetMap() => map;
|
||||
|
||||
public static Dictionary<uint, List<uint>> inheritSkillMap = new();
|
||||
public static List<uint> GetInherentSkillList(uint cls)
|
||||
{
|
||||
return inheritSkillMap[cls];
|
||||
}
|
||||
|
||||
public static Dictionary<uint, List<uint>> comboSkillMap;
|
||||
public static Dictionary<uint, List<uint>> GetComboSkMap() => comboSkillMap;
|
||||
|
||||
public static SkillStub GetStub(uint i)
|
||||
{
|
||||
return GetMap().TryGetValue(i, out var stub) ? stub : null;
|
||||
}
|
||||
|
||||
public static void InitStaticData()
|
||||
{
|
||||
var map = GetMap();
|
||||
foreach (var skill in map)
|
||||
{
|
||||
SkillStub sk = skill.Value;
|
||||
if (sk.is_inherent) GetInherentSkillList((uint)sk.cls).Add(sk.id);
|
||||
if (sk.combosk_preskill > 0) GetComboSkMap()[(uint)sk.combosk_preskill].Add(sk.id);
|
||||
}
|
||||
}
|
||||
|
||||
public List<uint> GetPostComboSkill(uint id)
|
||||
{
|
||||
var m = GetComboSkMap();
|
||||
if (m.TryGetValue(id, out var list)) return list;
|
||||
return null;
|
||||
}
|
||||
|
||||
// 以下为从C++转换的接口 // The following methods are converted from C++
|
||||
public uint GetId() { return id; }
|
||||
public int GetCls() { return cls; }
|
||||
public ushort[] GetName() { return name; }
|
||||
public byte[] GetIcon() { return icon; }
|
||||
public int GetMaxLevel() { return max_level; }
|
||||
public Range GetRange() { return range; }
|
||||
public int GetItemCost() { return itemcost; }
|
||||
public bool IsMovingSkill() { return is_movingcast; }
|
||||
public new byte GetType() { return type; } // 隐藏System.Object.GetType // Hide System.Object.GetType
|
||||
|
||||
// 运行时相关虚函数 // Runtime-related virtual functions
|
||||
public virtual int GetCoolingtime(Skill skill) { return 0; }
|
||||
public virtual int GetRequiredSp(Skill skill) { return 0; }
|
||||
public virtual int GetRequiredLevel(Skill skill) { return 0; }
|
||||
public virtual int GetMaxAbility(Skill skill) { return 0; }
|
||||
public virtual int GetRequiredItem(Skill skill) { return 0; }
|
||||
public virtual int GetRequiredMoney(Skill skill) { return 0; }
|
||||
public virtual int GetRequiredRealmLevel(Skill skill) { return 0; }
|
||||
public virtual float GetPraydistance(Skill skill) { return 0f; }
|
||||
public virtual float GetMpcost(Skill skill) { return 0f; }
|
||||
public virtual int GetExecutetime(Skill skill) { return 1000; }
|
||||
public virtual bool CheckHpCondition(int hp, int max_hp) { return true; }
|
||||
public virtual bool CheckComboSkExtraCondition(Skill skill) { return true; }
|
||||
public virtual int GetIntroduction(Skill skill, ushort[] descBuffer, int descBufferLen, ushort[] titleBuffer) { return 0; }
|
||||
|
||||
// 武器有效性检查 // Validate weapon restriction
|
||||
public bool ValidWeapon(int weapon)
|
||||
{
|
||||
if (restrict_weapons != null)
|
||||
{
|
||||
int i;
|
||||
for (i = 0; i < restrict_weapons.Count; i++)
|
||||
{
|
||||
if (weapon == restrict_weapons[i])
|
||||
return true;
|
||||
}
|
||||
if (i > 0 && i >= restrict_weapons.Count)
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user