#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 Skill111 : Skill { public const int SKILL_ID = 111; public Skill111() : base(SKILL_ID) { } } #endif public class Skill111Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 29, 34, 39, 44, 49, 54, 59, 64, 69, 74 }; private static readonly int[] RequiredSpArray = { 9440, 13840, 19680, 27360, 37600, 51200, 69600, 94400, 128000, 191200 }; private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; private static readonly int[] RequiredMoneyArray = { 1090, 1540, 1990, 2480, 2980, 3480, 3980, 12980, 51980, 151980 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 1000; 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 *(24 + 5 * skill.GetLevel())); 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().SetDecmp(0.8f *(24 + 5 * skill.GetLevel())); skill.GetPlayer().SetHp(skill.GetPlayer().GetHp() *(0.74f + 0.01f * skill.GetLevel())); 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 Skill111Stub() : base(111) { cls = 4; name = "化血成魔"; nativename = "化血成魔"; icon = "化血成魔"; max_level = 10; type = 2; apcost = 0; arrowcost = 0; apgain = 10; attr = 0; rank = 3; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1512; 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 = "化血成魔"; 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/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)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; restrict_weapons.Add(9); range = new Range(); range.type = 5; pre_skills = new Dictionary(); pre_skills.Add(82, 1); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill111Stub() { } public override float GetMpcost(Skill skill) => (float)(24 + 5 * skill.GetLevel()); public override int GetExecutetime(Skill skill) => 2000; public override int GetCoolingtime(Skill skill) => 15000; public float GetRadius(Skill skill) => (float)(skill.GetPlayer().GetRange() + 2 + 0.3 * skill.GetLevel()); public float GetAttackdistance(Skill skill) => 0f; public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0); public override float GetPraydistance(Skill skill) => 0f; 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(), 24 + 5 * skill.GetLevel(), 26 - skill.GetLevel(), 100 + 10 * skill.GetLevel())); return buffer.Length; } #endif #if SKILL_SERVER public int GetEnmity(Skill skill) => 0; public bool StateAttack(Skill skill) { skill.GetVictim ().SetTime (600000); skill.GetVictim ().SetRatio (0.26f - 0.01f * skill.GetLevel ()); skill.GetVictim ().SetAmount (1 + 0.1f * skill.GetLevel ()); skill.GetVictim ().SetDevilstate (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 5f; public int GetAttackspeed(Skill skill) => 10; public float GetHitrate(Skill skill) => 3.33f; #endif } }