#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 Skill2748 : Skill { public const int SKILL_ID = 2748; public Skill2748() : base(SKILL_ID) { } } #endif public class Skill2748Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 99 }; private static readonly int[] RequiredSpArray = { 2000000 }; private static readonly int[] RequiredItemArray = { 46299 }; private static readonly int[] RequiredMoneyArray = { 2000000 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 68; 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(241); 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) => 1402; 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(9612); skill.SetRatio(4); skill.SetDamage(0.3f * skill.GetAttack()); 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) => 735; 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(9612); skill.SetRatio(4); skill.SetDamage(0.2f * skill.GetAttack()); 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) => 1368; 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(9612); skill.SetRatio(4); skill.SetDamage(0.2f * skill.GetAttack()); 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 State6 : SkillStub.State { public int GetTime(Skill skill) => 768; 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(4); skill.SetPlus(9612); skill.SetRatio(4); skill.SetDamage(0.3f * skill.GetAttack()); 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 State7 : 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 Skill2748Stub() : base(2748) { cls = 10; name = "真·定风波"; nativename = "真·定风波"; icon = "仙定风波"; max_level = 1; type = 1; apcost = 200; arrowcost = 0; apgain = 0; attr = 7; rank = 21; eventflag = 0; is_senior = 1; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1012; allow_land = true; allow_air = true; allow_water = true; allow_ride = false; auto_attack = true; long_range = 0; restrict_corpse = 0; allow_forms = 3; effect = "夜影_定风波_击中"; doenchant = 1; dobless = 1; commoncooldown = 0; commoncooldowntime = 0; m_szFlyGfxPath = string.Empty; m_szHitGrndGfxPath = string.Empty; m_szHitGfxPath = "策划联入/人物技能/击中/定风波_击中.gfx"; m_szFlySfxPath = string.Empty; m_szHitGrndSfxPath = string.Empty; m_szHitSfxPath = "creature/skill/喷光_a"; // 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(44878); range = new Range(); range.type = 2; pre_skills = new Dictionary(); pre_skills.Add(2557, 10); #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()); statestub.Add(new State7()); #endif } ~Skill2748Stub() { } public override float GetMpcost(Skill skill) => 241f; public override int GetExecutetime(Skill skill) => -1; public override int GetCoolingtime(Skill skill) => 60000; public float GetRadius(Skill skill) => 10f; public float GetAttackdistance(Skill skill) => 0f; public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0); public override float GetPraydistance(Skill skill) => 8f; 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 * (skill.GetSection () == 1 ? 100 : 0)); skill.GetVictim ().SetTime (2300); skill.GetVictim ().SetFix (1); skill.GetVictim ().SetProbability (1.0f * (skill.GetSection () == 2 ? 100 : 0)); skill.GetVictim ().SetTime (2200); skill.GetVictim ().SetRatio (0.8f); skill.GetVictim ().SetSlow (1); skill.GetVictim ().SetProbability (1.0f * (skill.GetSection () == 4 ? 100 : 0)); skill.GetVictim ().SetTime (4801); skill.GetVictim ().SetValue (2); skill.GetVictim ().SetPalsy (1); return true; } public bool BlessMe(Skill skill) { skill.GetVictim ().SetProbability (1.0f * 100); skill.GetVictim ().SetTime (4306); skill.GetVictim ().SetRatio (0.80f); skill.GetVictim ().SetDechurt (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 13f; public float GetHitrate(Skill skill) => 3f; #endif } }