#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 Skill87 : Skill { public const int SKILL_ID = 87; public Skill87() : base(SKILL_ID) { } } #endif public class Skill87Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 59, 62, 65, 68, 71, 74, 77, 80, 83, 86 }; private static readonly int[] RequiredSpArray = { 87000, 104000, 125000, 151000, 181000, 239000, 327000, 440000, 586000, 773000 }; private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; private static readonly int[] RequiredMoneyArray = { 3980, 8980, 14980, 41980, 91980, 151980, 251980, 371980, 611980, 851980 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 4000; 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().SetDecmp(0.2f *(336 + 18 * skill.GetLevel())); skill.GetPlayer().SetPray(1); } public bool Interrupt(Skill skill) => skill.GetRand () < 25 - 2 * skill.GetLevel (); public bool Cancel(Skill skill) => true; public bool Skip(Skill skill) => false; } #endif #if SKILL_SERVER public class State2 : SkillStub.State { public int GetTime(Skill skill) => 1800; 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().SetDecmp(0.8f *(336 + 18 * skill.GetLevel())); skill.SetPlus(2.5f * skill.GetLevel() * skill.GetLevel() + 156 * skill.GetLevel() + 2050.4f); skill.SetRatio(1 + 0.1f * skill.GetLevel()); skill.SetFiredamage(skill.GetMagicattack()); skill.SetPlus(2.5f * skill.GetLevel() * skill.GetLevel() + 156 * skill.GetLevel() + 2050.4f); skill.SetRatio(1 + 0.1f * skill.GetLevel()); 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 Skill87Stub() : base(87) { cls = 1; name = "火海刀山"; nativename = "火海刀山"; icon = "火海刀山"; max_level = 10; type = 1; apcost = 200; arrowcost = 0; apgain = 0; attr = 5; rank = 6; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1208; allow_land = true; allow_air = true; allow_water = true; allow_ride = false; auto_attack = false; long_range = 0; restrict_corpse = 0; allow_forms = 1; effect = "火海刀山"; doenchant = 0; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; m_szFlyGfxPath = "策划联入/人物技能/击中/火海刀山击中.gfx"; m_szHitGrndGfxPath = string.Empty; m_szHitGfxPath = string.Empty; m_szFlySfxPath = "skill/02mage/火海刀山_c"; m_szHitGrndSfxPath = string.Empty; m_szHitSfxPath = 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)1; m_AttHitMode = (GfxAttackMode)1; m_dwFlyTime = 2200; m_bTraceTarget = false; m_FlyClusterCount = 22; m_FlyClusterInterval = 60; 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)2; // m_param = new GFX_SKILL_PARAM(); // m_param.fVal = 8.0f; restrict_weapons.Add(292); restrict_weapons.Add(0); range = new Range(); range.type = 3; pre_skills = new Dictionary(); pre_skills.Add(8, 1); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill87Stub() { } public override float GetMpcost(Skill skill) => (float)(336 + 18 * skill.GetLevel()); public override int GetExecutetime(Skill skill) => 1800; public override int GetCoolingtime(Skill skill) => 30000; public float GetRadius(Skill skill) => (float)(8 + 0.4 * skill.GetLevel()); public float GetAttackdistance(Skill skill) => (float)(4 + 0.3 * skill.GetLevel()); public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0); public override float GetPraydistance(Skill skill) => (float)(19.5 + 0.9 * skill.GetLevel()); public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1]; public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1]; public override int GetRequiredItem(Skill skill) => RequiredItemArray[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.FormatSkillIntroduction(format, skill.GetLevel(), 19.5f + 0.9f * skill.GetLevel(), 336 + 18 * skill.GetLevel(), 8 + 0.4f * skill.GetLevel(), 100 + 10 * skill.GetLevel(), 2.5f * skill.GetLevel() * skill.GetLevel() + 156 * skill.GetLevel() + 2050.4f)); return buffer.Length; } #endif #if SKILL_SERVER public int GetEnmity(Skill skill) => 1000 * skill.GetLevel (); public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 25 + skill.GetLevel (); public int GetAttackspeed(Skill skill) => 11; public float GetHitrate(Skill skill) => 1f; #endif } }