#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 Skill2811 : Skill { public const int SKILL_ID = 2811; public Skill2811() : base(SKILL_ID) { } } #endif public class Skill2811Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 92 }; private static readonly int[] RequiredSpArray = { 1500000 }; private static readonly int[] RequiredItemArray = { 46374 }; private static readonly int[] RequiredMoneyArray = { 1500000 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 1101; 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(276); 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) => 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.SetSection(1); skill.SetPlus(7239); skill.SetRatio(2.5f); skill.SetWaterdamage(0.05f * skill.GetMagicattack()); skill.SetGolddamage(0.05f * 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) => 268; 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(7239); skill.SetRatio(2.5f); skill.SetWaterdamage(0.1f * skill.GetMagicattack()); skill.SetGolddamage(0.1f * 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) => 301; 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(7239); skill.SetRatio(2.5f); skill.SetWaterdamage(0.15f * skill.GetMagicattack()); skill.SetGolddamage(0.15f * 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 State6 : SkillStub.State { public int GetTime(Skill skill) => 701; 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(7239); skill.SetRatio(2.5f); skill.SetWaterdamage(0.2f * skill.GetMagicattack()); skill.SetGolddamage(0.2f * 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 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 Skill2811Stub() : base(2811) { cls = 11; name = "真·月华乱舞"; nativename = "真·月华乱舞"; icon = "仙月华乱舞"; max_level = 1; type = 1; apcost = 50; arrowcost = 0; apgain = 0; attr = 2; rank = 20; eventflag = 0; is_senior = 1; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1024; allow_land = true; allow_air = true; allow_water = true; allow_ride = false; auto_attack = false; long_range = 0; restrict_corpse = 0; allow_forms = 3; is_movingcast = true; effect = "月仙_月华乱舞_击中"; doenchant = 1; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; m_szFlyGfxPath = "人物/技能/月仙/月华乱舞2_施放落_飞行刀光子效果.gfx"; m_szHitGrndGfxPath = string.Empty; m_szHitGfxPath = "策划联入/人物技能/击中/月仙_月华乱舞_击中.gfx"; m_szFlySfxPath = string.Empty; m_szHitGrndSfxPath = string.Empty; m_szHitSfxPath = "new/刺客__空中飞剑_日冕_击中"; // 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 = 8000; m_bTraceTarget = false; m_FlyClusterCount = 1; m_FlyClusterInterval = 0; m_HitClusterCount = 1; m_HitClusterInterval = 0; m_bOneHit = true; m_bFadeOut = true; 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; range = new Range(); range.type = 0; pre_skills = new Dictionary(); pre_skills.Add(2591, 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 } ~Skill2811Stub() { } public override float GetMpcost(Skill skill) => 276f; public override int GetExecutetime(Skill skill) => -1; public override int GetCoolingtime(Skill skill) => skill.GetPlayer().GetForm() == 1 ? 6000 : 15000; 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)(27 + 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)); 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 ? 25 : 0); skill.GetVictim ().SetTime (6000); skill.GetVictim ().SetRatio (0.25f); skill.GetVictim ().SetInchurt (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 36.5f + skill.GetPlayer ().GetPrayrangeplus (); public float GetHitrate(Skill skill) => 1.0f; #endif } }