#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 Skill980 : Skill { public const int SKILL_ID = 980; public Skill980() : base(SKILL_ID) { } } #endif public class Skill980Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 837, 842, 847, 852, 857, 862, 867, 872, 877, 882 }; private static readonly int[] RequiredSpArray = { 4300, 6000, 8280, 11320, 15380, 20800, 28400, 38400, 65400, 106600 }; 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(85); skill.GetPlayer().SetDecelfap(500 + 99 *(skill.GetLevel() - 1)); skill.SetEarthdamage((120 +(skill.GetLevel() - 1) * 56 + skill.GetT1() * 3) * 5.2f); skill.GetPlayer().SetPerform(1); } public bool Interrupt(Skill skill) => false; public bool Cancel(Skill skill) => false; public bool Skip(Skill skill) => false; } #endif public Skill980Stub() : base(980) { cls = 258; name = "风啸诀"; nativename = "风啸诀"; icon = "风啸诀"; max_level = 10; type = 1; apcost = 500099; arrowcost = 0; apgain = 0; attr = 6; 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 = 1; effect = "风啸诀"; doenchant = 1; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; m_szFlyGfxPath = string.Empty; m_szHitGrndGfxPath = string.Empty; m_szHitGfxPath = "怪物/宠物技能/小精灵龙卷风拼接.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)6; m_AttFlyMode = (GfxAttackMode)1; m_AttHitMode = (GfxAttackMode)1; 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 = 3; pre_skills = new Dictionary(); pre_skills.Add(0, 0); #if SKILL_SERVER statestub.Add(new State1()); #endif } ~Skill980Stub() { } public override float GetMpcost(Skill skill) => 85f; public override int GetExecutetime(Skill skill) => 0; public override int GetCoolingtime(Skill skill) => 30000; 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) => 8f; 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(), 500 + 99 * (skill.GetLevel() - 1), (120 + (skill.GetLevel() - 1) * 56) * 5.2f, 10 + skill.GetLevel() * 2)); 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.GetLevel () * 0.02f + skill.GetT1 () * 0.0025f); skill.GetVictim ().SetSlow (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 10f; 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 } }