#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 Skill2550 : Skill { public const int SKILL_ID = 2550; public Skill2550() : base(SKILL_ID) { } } #endif public class Skill2550Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 60, 63, 66, 69, 72, 75, 78, 81, 84, 87 }; private static readonly int[] RequiredSpArray = { 55440, 63270, 71820, 81600, 99840, 146300, 209380, 295240, 411520, 567490 }; private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; private static readonly int[] RequiredMoneyArray = { 4980, 10980, 22980, 51980, 111980, 171980, 291980, 451980, 691980, 931980 }; #if SKILL_SERVER public class State1 : 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) { skill.GetPlayer().SetDecmp(85.5f + 4.5f * 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 public Skill2550Stub() : base(2550) { cls = 10; name = "月食"; nativename = "月食"; icon = "月食"; max_level = 10; type = 2; apcost = 100; arrowcost = 0; apgain = 0; attr = 1; rank = 6; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 1; showorder = 1010; allow_land = true; allow_air = true; allow_water = true; allow_ride = false; auto_attack = false; long_range = 0; restrict_corpse = 0; allow_forms = 3; effect = "2寸力"; 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/寸力击中.gfx"; m_szFlySfxPath = string.Empty; m_szHitGrndSfxPath = string.Empty; m_szHitSfxPath = "skill/01fighter/寸力_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)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 = 1.5f; // 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(44878); restrict_weapons.Add(0); range = new Range(); range.type = 5; pre_skills = new Dictionary(); pre_skills.Add(2560, 1); #if SKILL_SERVER statestub.Add(new State1()); #endif } ~Skill2550Stub() { } public override float GetMpcost(Skill skill) => (float)(85.5 + 4.5 * skill.GetLevel()); public override int GetExecutetime(Skill skill) => 0; public override int GetCoolingtime(Skill skill) => 150000 - 6000 * skill.GetLevel(); 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)(skill.GetPlayer().GetRange()); 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(), 85.5f + 4.5f * skill.GetLevel(), 150 - 6.0f * skill.GetLevel(), 21 + 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 (4000); skill.GetVictim ().SetRatio (0); skill.GetVictim ().SetAmount (0); skill.GetVictim ().SetValue (21 + skill.GetLevel ()); skill.GetVictim ().SetInvisible (1); skill.GetVictim ().SetProbability (1.0f * 100); skill.GetVictim ().SetTime (4000); skill.GetVictim ().SetRatio (3); skill.GetVictim ().SetSpeedup (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 0f; public float GetHitrate(Skill skill) => 1.0f; #endif } }