#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 Skill2802 : Skill { public const int SKILL_ID = 2802; public Skill2802() : base(SKILL_ID) { } } #endif public class Skill2802Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 92 }; private static readonly int[] RequiredSpArray = { 1500000 }; private static readonly int[] RequiredItemArray = { 46365 }; private static readonly int[] RequiredMoneyArray = { 1500000 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 1534; 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(127); 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) => 1268; 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(508); skill.GetPlayer().SetAddball(1); 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 Skill2802Stub() : base(2802) { cls = 11; name = "狂·广寒之护"; nativename = "狂·广寒之护"; icon = "魔广寒之护"; max_level = 1; type = 2; apcost = 0; arrowcost = 0; apgain = 20; attr = 4; rank = 30; eventflag = 0; is_senior = 1; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1022; 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_广寒之护_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/广寒之护_击中01.gfx"; m_szFlySfxPath = string.Empty; m_szHitGrndSfxPath = string.Empty; m_szHitSfxPath = "new/刺客技能攻击_变小_施放"; // 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 = 2; pre_skills = new Dictionary(); pre_skills.Add(2586, 10); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill2802Stub() { } public override float GetMpcost(Skill skill) => 635f; public override int GetExecutetime(Skill skill) => 1268; public override int GetCoolingtime(Skill skill) => 3000; public float GetRadius(Skill skill) => 16f; public float GetAttackdistance(Skill skill) => 0f; public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0); public override float GetPraydistance(Skill skill) => 14f; 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 * 100); skill.GetVictim ().SetTime (1800000); skill.GetVictim ().SetRatio (22); skill.GetVictim ().SetAmount (1); skill.GetVictim ().SetAtkdamagereduce (1); return true; } public bool BlessMe(Skill skill) { skill.GetVictim ().SetProbability (1.0f * 100); skill.GetVictim ().SetTime (16000); skill.GetVictim ().SetShowicon (0); skill.GetVictim ().SetValue (15); skill.GetVictim ().SetAdddefencedegree (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 10f; public float GetHitrate(Skill skill) => 1.0f; #endif } }