#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 Skill2448 : Skill { public const int SKILL_ID = 2448; public Skill2448() : base(SKILL_ID) { } } #endif public class Skill2448Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 100 }; private static readonly int[] RequiredSpArray = { 1000000 }; private static readonly int[] RequiredItemArray = { 42263 }; private static readonly int[] RequiredMoneyArray = { 1000000 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 200; 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 * 70); skill.GetPlayer().SetPray(1); } public bool Interrupt(Skill skill) => skill.GetRand () < 5; 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) => 600; 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 * 70); skill.SetPlus(1650); skill.SetRatio(0.9f); skill.SetDamage(1.1f * 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 Skill2448Stub() : base(2448) { cls = 8; name = "荒·破风剑芒"; nativename = "荒·破风剑芒"; icon = "破风剑气魔技能"; max_level = 1; type = 1; apcost = 0; arrowcost = 0; apgain = 10; attr = 1; rank = 30; eventflag = 0; is_senior = 1; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1125; allow_land = true; allow_air = true; allow_water = true; allow_ride = false; auto_attack = true; long_range = 0; restrict_corpse = 0; allow_forms = 1; effect = "剑灵_破风剑气"; doenchant = 1; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; m_szFlyGfxPath = "策划联入/人物技能/飞行/破风剑气_旋转剑气.gfx"; m_szHitGrndGfxPath = string.Empty; m_szHitGfxPath = "策划联入/人物技能/击中/破风剑气_击中.gfx"; m_szFlySfxPath = string.Empty; m_szHitGrndSfxPath = string.Empty; m_szHitSfxPath = "new/剑灵_破风剑气_击中"; // 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 = 2000; 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(1); range = new Range(); range.type = 0; pre_skills = new Dictionary(); pre_skills.Add(1667, 1); pre_skills.Add(1701, 1); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill2448Stub() { } public override float GetMpcost(Skill skill) => 70f; public override int GetExecutetime(Skill skill) => 600; public override int GetCoolingtime(Skill skill) => 3000; 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) => 21f; 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)); return buffer.Length; } #endif #if SKILL_SERVER public int GetEnmity(Skill skill) => 0; public bool StateAttack(Skill skill) { skill.GetVictim ().SetProbability (1.0f * 30); skill.GetVictim ().SetTime (5000); skill.GetVictim ().SetFix (1); skill.GetVictim ().SetProbability (1.0f * -1); skill.GetVictim ().SetTime (9000); skill.GetVictim ().SetValue (20); skill.GetVictim ().SetSubdefencedegree (1); skill.GetVictim ().SetProbability (1.0f * -1); skill.GetVictim ().SetTime (3000); skill.GetVictim ().SetAmount (2060); skill.GetVictim ().SetBleeding (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 20 + 0.8f * 15; public int GetAttackspeed(Skill skill) => 5; public float GetHitrate(Skill skill) => 1f; #endif } }