#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 Skill507 : Skill { public const int SKILL_ID = 507; public Skill507() : base(SKILL_ID) { } } #endif public class Skill507Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 92 }; private static readonly int[] RequiredSpArray = { 1500000 }; private static readonly int[] RequiredItemArray = { 9578 }; private static readonly int[] RequiredMoneyArray = { 1500000 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 400; 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(24); 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) => 1100; 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(96); skill.SetPlus(3600); skill.SetRatio(1); skill.SetDamage(skill.GetAttack()); 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 Skill507Stub() : base(507) { cls = 4; name = "狂·兽王无敌"; nativename = "狂·兽王无敌"; icon = "兽王无敌2"; max_level = 1; type = 1; apcost = 0; arrowcost = 0; apgain = 10; attr = 1; rank = 30; eventflag = 0; is_senior = 1; clslimit = 0; time_type = 0; showorder = 1508; 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 = "2兽王无敌"; doenchant = 1; dobless = 1; commoncooldown = 0; commoncooldowntime = 0; m_szFlyGfxPath = string.Empty; m_szHitGrndGfxPath = string.Empty; m_szHitGfxPath = "策划联入/人物技能/击中/兽王无敌击中.gfx"; m_szFlySfxPath = string.Empty; m_szHitGrndSfxPath = string.Empty; m_szHitSfxPath = "skill/04barb/兽王无敌_c"; // 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)1; 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 = 1.0f; // 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 = 0; pre_skills = new Dictionary(); pre_skills.Add(108, 10); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill507Stub() { } public override float GetMpcost(Skill skill) => 120f; public override int GetExecutetime(Skill skill) => 1100; public override int GetCoolingtime(Skill skill) => 8000; public float GetRadius(Skill skill) => (float)(skill.GetPlayer().GetRange() + 0.2 * skill.GetLevel()); public float GetAttackdistance(Skill skill) => (float)(skill.GetPlayer().GetRange() + 4 + 0.3 * skill.GetLevel()); public float GetAngle(Skill skill) => (float)(1 - 0.0111111 *(20 + 2.5 * skill.GetLevel())); public override float GetPraydistance(Skill skill) => (float)(12 + skill.GetPlayer().GetRange() - 3.5); 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, 12, 120)); 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 (8000); skill.GetVictim ().SetRatio (0.5f); skill.GetVictim ().SetDecdodge (1); return true; } public bool BlessMe(Skill skill) { skill.GetVictim ().SetProbability (1.0f * 100); skill.GetVictim ().SetTime (7000); skill.GetVictim ().SetValue (35); skill.GetVictim ().SetIncsmite (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 20 + skill.GetPlayer ().GetRange () - 3.5f; public int GetAttackspeed(Skill skill) => 5; public float GetHitrate(Skill skill) => 2.5f; #endif } }