#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 Skill113 : Skill { public const int SKILL_ID = 113; public Skill113() : base(SKILL_ID) { } } #endif public class Skill113Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 0, 5, 10, 15, 20, 25, 30, 35, 40, 45 }; private static readonly int[] RequiredSpArray = { 0, 240, 960, 2240, 4160, 6720, 10240, 14880, 21040, 29200 }; private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; private static readonly int[] RequiredMoneyArray = { 0, 30, 130, 280, 480, 730, 1180, 1630, 2080, 2580 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 3000; 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 *(-20 + 30 * skill.GetLevel())); skill.GetPlayer().SetPray(1); } public bool Interrupt(Skill skill) => skill.GetRand () < 25 - 2 * skill.GetLevel (); 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) => 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(0.8f *(-20 + 30 * 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 Skill113Stub() : base(113) { cls = 7; name = "清心咒"; nativename = "清心咒"; icon = "清心咒"; max_level = 10; type = 2; apcost = 0; arrowcost = 0; apgain = 15; attr = 0; rank = 0; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1401; 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 = "清心咒"; doenchant = 1; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; m_szFlyGfxPath = "策划联入/人物技能/飞行/清心咒击中.gfx"; m_szHitGrndGfxPath = string.Empty; m_szHitGfxPath = string.Empty; m_szFlySfxPath = "skill/05fairy/清心咒_c"; 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)0; m_AttHitMode = (GfxAttackMode)0; m_dwFlyTime = 5000; m_bTraceTarget = true; m_FlyClusterCount = 1; m_FlyClusterInterval = 0; m_HitClusterCount = 1; m_HitClusterInterval = 0; m_bOneHit = true; m_bFadeOut = true; m_bRelScl = false; 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(0); restrict_weapons.Add(292); range = new Range(); range.type = 0; 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 } ~Skill113Stub() { } public override float GetMpcost(Skill skill) => (float)(-20 + 30 * skill.GetLevel()); public override int GetExecutetime(Skill skill) => 1000; 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) => (float)(17.5 + 0.9 * skill.GetLevel()); 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(), 17.5f + 0.9f * skill.GetLevel(), -20 + 30 * skill.GetLevel(), -35 + 70 * skill.GetLevel(), skill.GetLevel() * 4)); return buffer.Length; } #endif #if SKILL_SERVER public int GetEnmity(Skill skill) => -35 + 70 * skill.GetLevel (); public bool StateAttack(Skill skill) { skill.GetVictim ().SetProbability (1.0f * 100); skill.GetVictim ().SetValue (skill.GetMagicdamage () * 4 * skill.GetLevel () / 100 - 35 + 70 * skill.GetLevel ()); skill.GetVictim ().SetHeal (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 25 + skill.GetLevel (); public int GetAttackspeed(Skill skill) => 3; public float GetHitrate(Skill skill) => 1f; #endif } }