#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 Skill254 : Skill { public const int SKILL_ID = 254; public Skill254() : base(SKILL_ID) { } } #endif public class Skill254Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 23, 28, 33, 38, 43, 48, 53, 58, 63, 68 }; private static readonly int[] RequiredSpArray = { 5250, 8175, 12075, 17250, 24000, 33075, 45150, 61350, 83250, 113250 }; private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; private static readonly int[] RequiredMoneyArray = { 630, 1000, 1450, 1900, 2380, 2880, 3380, 3880, 10980, 41980 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 1600; 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 *(27 + 7.5f * 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) => 3500; 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 *(27 + 7.5f * 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 Skill254Stub() : base(254) { cls = 6; name = "羽之守护"; nativename = "羽之守护"; icon = "羽之守护(神鹰祝福)"; max_level = 10; type = 2; apcost = 0; arrowcost = 0; apgain = 10; attr = 1; rank = 2; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1321; 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 = "神鹰祝福"; doenchant = 1; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; m_szFlyGfxPath = "策划联入/人物技能/飞行/神鹰祝福.gfx"; m_szHitGrndGfxPath = string.Empty; m_szHitGfxPath = string.Empty; 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)0; m_dwFlyTime = 3000; 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(13); restrict_weapons.Add(1); restrict_weapons.Add(5); restrict_weapons.Add(9); restrict_weapons.Add(182); restrict_weapons.Add(291); restrict_weapons.Add(292); restrict_weapons.Add(0); 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 } ~Skill254Stub() { } public override float GetMpcost(Skill skill) => (float)(27 + 7.5 * skill.GetLevel()); public override int GetExecutetime(Skill skill) => 3500; public override int GetCoolingtime(Skill skill) => 3000; public float GetRadius(Skill skill) => 16f; 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(), 27 + 7.5f * skill.GetLevel(), 5 + 3 * skill.GetLevel(), 60 * skill.GetLevel())); 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 (1800000); skill.GetVictim ().SetRatio (0.05f + 0.03f * skill.GetLevel ()); skill.GetVictim ().SetIncdodge (1); skill.GetVictim ().SetProbability (1.0f * 100); skill.GetVictim ().SetTime (60000 * skill.GetLevel ()); skill.GetVictim ().SetRatio (0.15f); skill.GetVictim ().SetSpeedup (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => skill.GetPlayer ().GetRange () + 5; public float GetHitrate(Skill skill) => 1.0f; #endif } }