#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 Skill1045 : Skill { public const int SKILL_ID = 1045; public Skill1045() : base(SKILL_ID) { } } #endif public class Skill1045Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 7700060, 7700065, 7700070, 7700075, 7700080, 7700085, 7700090, 7700095, 7700099, 7700099 }; private static readonly int[] RequiredSpArray = { 18480, 25000, 34000, 53200, 88000, 141000, 221200, 317200, 500000, 500000 }; 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(160); skill.GetPlayer().SetDecelfap(800 + 30 *(skill.GetLevel() - 1)); skill.SetWooddamage(0 +(skill.GetLevel() - 1) * 68 *(1 + skill.GetPlayer().GetElfstr() * 0.01f)); skill.GetPlayer().SetPerform(1); } public bool Interrupt(Skill skill) => false; public bool Cancel(Skill skill) => false; public bool Skip(Skill skill) => false; } #endif public Skill1045Stub() : base(1045) { cls = 258; name = "乱魂咒"; nativename = "乱魂咒"; icon = "乱魂咒"; max_level = 10; type = 3; apcost = 800030; arrowcost = 0; apgain = 0; attr = 3; rank = 0; eventflag = 0; clslimit = 0x08; 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 = "乱魂咒"; doenchant = 1; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; m_szFlyGfxPath = string.Empty; m_szHitGrndGfxPath = string.Empty; m_szHitGfxPath = "策划联入/人物技能/飞行/乾坤互移.gfx"; m_szFlySfxPath = string.Empty; m_szHitGrndSfxPath = string.Empty; m_szHitSfxPath = "skill/05fairy/醍醐灌顶_bb"; // GFX Movement and Behavior Parameters / GFX移动和行为参数 m_MoveMode = (GfxMoveMode)0; m_TargetMode = (GfxTargetMode)0; m_AttFlyMode = (GfxAttackMode)0; m_AttHitMode = (GfxAttackMode)0; m_dwFlyTime = 0; 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 = 0; pre_skills = new Dictionary(); pre_skills.Add(0, 0); #if SKILL_SERVER statestub.Add(new State1()); #endif } ~Skill1045Stub() { } public override float GetMpcost(Skill skill) => 160f; public override int GetExecutetime(Skill skill) => 0; public override int GetCoolingtime(Skill skill) => 1000; public float GetRadius(Skill skill) => 0f; public float GetAttackdistance(Skill skill) => 0f; public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0); public override float GetPraydistance(Skill skill) => 20f; 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(), 800 + 30 * (skill.GetLevel() - 1), 30 + skill.GetLevel() * 3)); return buffer.Length; } #endif #if SKILL_SERVER public int GetEnmity(Skill skill) => 10; public bool StateAttack(Skill skill) { skill.GetVictim ().SetProbability (1.0f * 30 + skill.GetLevel () * 3 + skill.GetT1 () * 0.3f); skill.GetVictim ().SetHp2mp (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 22f; 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 } }