#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 Skill1005 : Skill { public const int SKILL_ID = 1005; public Skill1005() : base(SKILL_ID) { } } #endif public class Skill1005Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 1110015, 1110020, 1110025, 1110030, 1110035, 1110040, 1110045, 1110050, 1110055, 1110060 }; private static readonly int[] RequiredSpArray = { 560, 1040, 1680, 2560, 3720, 5260, 7300, 10000, 13620, 18480 }; private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; private static readonly int[] RequiredMoneyArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 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().SetDecelfmp(40); skill.GetPlayer().SetDecelfap(500); skill.GetPlayer().SetPerform(1); } public bool Interrupt(Skill skill) => false; public bool Cancel(Skill skill) => false; public bool Skip(Skill skill) => false; } #endif public Skill1005Stub() : base(1005) { cls = 258; name = "叶舞阵"; nativename = "叶舞阵"; icon = "叶舞阵"; max_level = 10; type = 2; apcost = 500000; arrowcost = 0; apgain = 0; attr = 4; rank = 0; eventflag = 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 = 1; effect = "叶舞阵"; doenchant = 1; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; m_szFlyGfxPath = "怪物/宠物技能/叶舞.gfx"; m_szHitGrndGfxPath = string.Empty; m_szHitGfxPath = "策划联入/人物技能/击中/空gfx.gfx"; m_szFlySfxPath = string.Empty; 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)7; m_AttFlyMode = (GfxAttackMode)1; m_AttHitMode = (GfxAttackMode)1; 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(); pre_skills.Add(0, 0); #if SKILL_SERVER statestub.Add(new State1()); #endif } ~Skill1005Stub() { } public override float GetMpcost(Skill skill) => 40f; public override int GetExecutetime(Skill skill) => 0; public override int GetCoolingtime(Skill skill) => 1000; public float GetRadius(Skill skill) => 12f; public float GetAttackdistance(Skill skill) => 0f; 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]; 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(), 30 + skill.GetLevel() * 3)); 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.GetLevel () * 3000 + skill.GetT0 () * 1000); skill.GetVictim ().SetValue (2); skill.GetVictim ().SetIncsmite (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 40f; public int GetAttackspeed(Skill skill) => 20; public float GetHitrate(Skill skill) => 1.0f; public float GetTalent0(PlayerWrapper player) => player.GetElfstr (); public float GetTalent1(PlayerWrapper player) => player.GetElfagi (); #endif } }