#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 Skill2354 : Skill { public const int SKILL_ID = 2354; public Skill2354() : base(SKILL_ID) { } } #endif public class Skill2354Stub : SkillStub { #if SKILL_SERVER public class State1 : 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().SetPray(1); } public bool Interrupt(Skill skill) => false; 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) => 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 Skill2354Stub() : base(2354) { cls = 255; name = "暴雨梨花"; nativename = "暴雨梨花"; icon = "暴雨梨花"; 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 = 4; effect = "弓弩战车高级_击中"; doenchant = 1; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; m_szFlyGfxPath = "策划联入/人物技能/飞行/弓弩战车_箭高级飞行.gfx"; m_szHitGrndGfxPath = string.Empty; m_szHitGfxPath = "策划联入/人物技能/击中/妖兽_新千斤锤击中.gfx"; m_szFlySfxPath = string.Empty; m_szHitGrndSfxPath = string.Empty; m_szHitSfxPath = "new/刺客__空中飞剑_日冕_击中"; // 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 = 5000; 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; restrict_weapons.Add(292); restrict_weapons.Add(0); restrict_weapons.Add(1); restrict_weapons.Add(5); restrict_weapons.Add(9); restrict_weapons.Add(13); restrict_weapons.Add(182); restrict_weapons.Add(291); restrict_weapons.Add(23749); restrict_weapons.Add(25333); restrict_weapons.Add(44878); restrict_weapons.Add(44879); range = new Range(); range.type = 2; pre_skills = new Dictionary(); pre_skills.Add(0, 1); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill2354Stub() { } public override float GetMpcost(Skill skill) => 0f; public override int GetExecutetime(Skill skill) => 2000; public override int GetCoolingtime(Skill skill) => 45000; public float GetRadius(Skill skill) => 30f; 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) => 25f; #if SKILL_CLIENT public override int GetIntroduction(Skill skill, StringBuilder buffer, string format) { buffer.Append(GPDataTypeHelper.FormatSkillIntroduction(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 ().SetAmount (160 * (skill.GetT0 () + 100000) * (skill.GetPlayer ().GetGoldresist () > 99999 ? 1 : 0.1f)); skill.GetVictim ().SetThunder (1); skill.GetVictim ().SetProbability (1.0f * 100); skill.GetVictim ().SetTime (15000); skill.GetVictim ().SetAmount (skill.GetPlayer ().GetMaxhp () * 0.15f); skill.GetVictim ().SetBleeding (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 40f; public int GetAttackspeed(Skill skill) => 60; public float GetHitrate(Skill skill) => 1.0f; #endif } }