#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 Skill2582 : Skill { public const int SKILL_ID = 2582; public Skill2582() : base(SKILL_ID) { } } #endif public class Skill2582Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 33, 38, 43, 48, 53, 58, 63, 68, 73, 78 }; private static readonly int[] RequiredSpArray = { 14007, 18860, 24640, 31752, 40334, 50716, 63270, 78520, 113950, 209380 }; private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; private static readonly int[] RequiredMoneyArray = { 1450, 1900, 2380, 2880, 3380, 3880, 10980, 41980, 131980, 291980 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 934; 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(126 + 22.5f * 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) => 50; 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().SetPerform(2); } 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) => 568; public bool Quit(Skill skill) => false; public bool Loop(Skill skill) => false; public bool Bypass(Skill skill) => false; public void Calculate(Skill skill) { skill.SetSection(1); skill.SetPlus(7.4f * skill.GetLevel() * skill.GetLevel() + 195.9f * skill.GetLevel() + 866.1f); skill.SetRatio(0.9f + 0.09f * skill.GetLevel()); skill.GetPlayer().SetAddball(1); skill.SetWaterdamage(0.25f * skill.GetMagicattack()); skill.GetPlayer().SetPerform(0); } public bool Interrupt(Skill skill) => false; public bool Cancel(Skill skill) => true; public bool Skip(Skill skill) => false; } #endif #if SKILL_SERVER public class State4 : SkillStub.State { public int GetTime(Skill skill) => 468; public bool Quit(Skill skill) => false; public bool Loop(Skill skill) => false; public bool Bypass(Skill skill) => false; public void Calculate(Skill skill) { skill.SetSection(2); skill.SetPlus(7.4f * skill.GetLevel() * skill.GetLevel() + 195.9f * skill.GetLevel() + 866.1f); skill.SetRatio(0.9f + 0.09f * skill.GetLevel()); skill.SetWaterdamage(0.25f * skill.GetMagicattack()); skill.GetPlayer().SetPerform(0); } public bool Interrupt(Skill skill) => false; public bool Cancel(Skill skill) => true; public bool Skip(Skill skill) => false; } #endif #if SKILL_SERVER public class State5 : SkillStub.State { public int GetTime(Skill skill) => 535; public bool Quit(Skill skill) => false; public bool Loop(Skill skill) => false; public bool Bypass(Skill skill) => false; public void Calculate(Skill skill) { skill.SetSection(3); skill.SetPlus(7.4f * skill.GetLevel() * skill.GetLevel() + 195.9f * skill.GetLevel() + 866.1f); skill.SetRatio(0.9f + 0.09f * skill.GetLevel()); skill.SetWaterdamage(0.5f * skill.GetMagicattack()); skill.GetPlayer().SetPerform(0); } public bool Interrupt(Skill skill) => false; public bool Cancel(Skill skill) => false; public bool Skip(Skill skill) => false; } #endif #if SKILL_SERVER public class State6 : 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 Skill2582Stub() : base(2582) { cls = 11; name = "蜓水引"; nativename = "蜓水引"; icon = "蜓水引"; max_level = 10; type = 1; apcost = 0; arrowcost = 0; apgain = 15; attr = 4; rank = 3; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1017; 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_蜓水引_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/蜓水引_击中.gfx"; m_szFlySfxPath = string.Empty; m_szHitGrndSfxPath = string.Empty; m_szHitSfxPath = "new/妖精__空中飞剑_万蛊洪流__施放落"; // 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 = 1.8f; // 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 = 1; pre_skills = new Dictionary(); pre_skills.Add(2581, 1); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); statestub.Add(new State4()); statestub.Add(new State5()); statestub.Add(new State6()); #endif } ~Skill2582Stub() { } public override float GetMpcost(Skill skill) => (float)(126 + 22.5 * skill.GetLevel()); public override int GetExecutetime(Skill skill) => -1; public override int GetCoolingtime(Skill skill) => 10000; public float GetRadius(Skill skill) => (float)(1.5 + 0.15 * skill.GetLevel()); public float GetAttackdistance(Skill skill) => (float)(14 + 0.6 * skill.GetLevel()); public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0); public override float GetPraydistance(Skill skill) => (float)(12 + 0.6 * 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(), 12 + 0.6f * skill.GetLevel(), 126 + 22.5f * skill.GetLevel(), 14 + 0.6f * skill.GetLevel(), 1.5f + 0.15f * skill.GetLevel(), 90 + 9 * skill.GetLevel(), 7.4f * skill.GetLevel() * skill.GetLevel() + 195.9f * skill.GetLevel() + 866.1f)); return buffer.Length; } #endif #if SKILL_SERVER public int GetEnmity(Skill skill) => 0; public bool StateAttack(Skill skill) { skill.GetVictim ().SetProbability (1.0f * skill.GetT0 () > 33 ? 100 : 0); skill.GetVictim ().SetTime (3000); skill.GetVictim ().SetRatio (0.5f); skill.GetVictim ().SetSlow (1); skill.GetVictim ().SetProbability (1.0f * skill.GetT0 () > 33 ? 0 : 100); skill.GetVictim ().SetTime (3000); skill.GetVictim ().SetShowicon (1); skill.GetVictim ().SetBefrozen (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 10f; public float GetHitrate(Skill skill) => 1.0f; public float GetTalent0(PlayerWrapper player) => player.GetRand (); #endif } }