#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 Skill2575 : Skill { public const int SKILL_ID = 2575; public Skill2575() : base(SKILL_ID) { } } #endif public class Skill2575Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 44, 48, 52, 56, 60, 64, 68, 72, 76, 80 }; private static readonly int[] RequiredSpArray = { 25992, 31752, 38488, 46336, 55440, 66080, 78520, 99840, 165200, 264000 }; private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; private static readonly int[] RequiredMoneyArray = { 2480, 2880, 3280, 3680, 4980, 12980, 41980, 111980, 211980, 371980 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 2001; 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 *(180 + 18 * 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) => 801; 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 *(180 + 18 * skill.GetLevel())); skill.SetPlus(6.2f * skill.GetLevel() * skill.GetLevel() + 242 * skill.GetLevel() + 1803.1f); skill.SetRatio(1.1f + 0.11f * skill.GetLevel()); skill.GetPlayer().SetAddball(5); skill.SetGolddamage(skill.GetMagicattack()); 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 Skill2575Stub() : base(2575) { cls = 11; name = "雷霆万钧"; nativename = "雷霆万钧"; icon = "雷霆万钧"; max_level = 10; type = 1; apcost = 0; arrowcost = 0; apgain = 15; attr = 2; rank = 4; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1009; 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 = "月仙_雷霆万钧_击中"; 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/雷霆万钧_击中.gfx"; m_szFlySfxPath = string.Empty; m_szHitGrndSfxPath = string.Empty; m_szHitSfxPath = "new/剑灵_剑神无敌_施放起_单手短"; // 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 = 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(44879); restrict_weapons.Add(0); range = new Range(); range.type = 3; pre_skills = new Dictionary(); pre_skills.Add(2574, 1); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill2575Stub() { } public override float GetMpcost(Skill skill) => (float)(180 + 18 * skill.GetLevel()); public override int GetExecutetime(Skill skill) => 801; public override int GetCoolingtime(Skill skill) => 10000; public float GetRadius(Skill skill) => (float)(5 + 0.5 * skill.GetLevel()); public float GetAttackdistance(Skill skill) => 0f; public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0); public override float GetPraydistance(Skill skill) => (float)(16.5 + 0.9 * skill.GetLevel() + skill.GetPlayer().GetPrayrangeplus()); 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(), 16.5f + 0.9f * skill.GetLevel(), 180 + 18 * skill.GetLevel(), 5 + 0.5f * skill.GetLevel(), 110 + 11 * skill.GetLevel(), 6.2f * skill.GetLevel() * skill.GetLevel() + 242 * skill.GetLevel() + 1803.1f, 6.2f * skill.GetLevel() * skill.GetLevel() + 242 * skill.GetLevel() + 1803.1f)); 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 (10000); skill.GetVictim ().SetRatio (25); skill.GetVictim ().SetAmount (2); skill.GetVictim ().SetValue (0.2f * skill.GetT0 () + 6.2f * skill.GetLevel () * skill.GetLevel () + 242 * skill.GetLevel () + 1803.1f); skill.GetVictim ().SetInternalinjury (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 22.5f + 1.4f * skill.GetLevel () + skill.GetPlayer ().GetPrayrangeplus (); public float GetHitrate(Skill skill) => 1.0f; public float GetTalent0(PlayerWrapper player) => player.GetMagicattack (); #endif } }