171 lines
6.1 KiB
C#
171 lines
6.1 KiB
C#
#define SKILL_CLIENT
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using BrewMonster.Scripts.Skills;
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using CSNetwork.GPDataType;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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using static BrewMonster.PET_EVOLVE_CONFIG;
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namespace BrewMonster
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{
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#if SKILL_SERVER
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public class Skill1032 : Skill
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{
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public const int SKILL_ID = 1032;
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public Skill1032() : base(SKILL_ID)
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{
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}
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}
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#endif
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public class Skill1032Stub : SkillStub
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{
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private static readonly int[] RequiredLevelArray = { 500440, 500445, 500450, 500455, 500460, 500465, 500470, 500475, 500480, 500485 };
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private static readonly int[] RequiredSpArray = { 5260, 7300, 10000, 13620, 18480, 25000, 34000, 53200, 88000, 141000 };
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private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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private static readonly int[] RequiredMoneyArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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#if SKILL_SERVER
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public class State1 : SkillStub.State
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{
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public int GetTime(Skill skill) => 0;
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public bool Quit(Skill skill) => false;
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public bool Loop(Skill skill) => false;
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public bool Bypass(Skill skill) => false;
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public void Calculate(Skill skill)
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{
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skill.GetPlayer().SetDecelfmp(120);
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skill.GetPlayer().SetDecelfap(900);
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skill.GetPlayer().SetPerform(1);
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}
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public bool Interrupt(Skill skill) => false;
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public bool Cancel(Skill skill) => false;
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public bool Skip(Skill skill) => false;
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}
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#endif
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public Skill1032Stub() : base(1032)
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{
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cls = 258;
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name = "血仇";
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nativename = "血仇";
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icon = "群嘲";
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max_level = 10;
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type = 3;
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apcost = 900000;
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arrowcost = 0;
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apgain = 0;
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attr = 5;
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rank = 0;
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eventflag = 0;
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time_type = 1;
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showorder = 0;
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allow_land = true;
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allow_air = true;
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allow_water = true;
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allow_ride = false;
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auto_attack = false;
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long_range = 0;
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restrict_corpse = 0;
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allow_forms = 1;
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effect = "群嘲";
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doenchant = 1;
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dobless = 1;
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commoncooldown = 0;
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commoncooldowntime = 0;
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m_szFlyGfxPath = "怪物/宠物技能/狂暴_击中.gfx";
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m_szHitGrndGfxPath = string.Empty;
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m_szHitGfxPath = "怪物/宠物技能/故土_4.gfx";
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m_szFlySfxPath = string.Empty;
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m_szHitGrndSfxPath = string.Empty;
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m_szHitSfxPath = string.Empty;
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// GFX Movement and Behavior Parameters / GFX移动和行为参数
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m_MoveMode = (GfxMoveMode)7;
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m_TargetMode = (GfxTargetMode)7;
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m_AttFlyMode = (GfxAttackMode)0;
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m_AttHitMode = (GfxAttackMode)0;
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m_dwFlyTime = 1000;
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m_bTraceTarget = false;
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m_FlyClusterCount = 1;
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m_FlyClusterInterval = 0;
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m_HitClusterCount = 1;
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m_HitClusterInterval = 0;
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m_bOneHit = true;
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m_bFadeOut = false;
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m_bRelScl = true;
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m_fDefTarScl = 1.8f;
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// Area parameters (commented out) / 区域参数(已注释)
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// m_bArea = false;
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// m_Shape = (EmitShape)0;
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// m_vSize = new Vector3(0.0f, 0.0f, 0.0f);
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// Param (commented out) / 参数(已注释)
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// m_paramType = (GfxSkillValType)1;
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// m_param = new GFX_SKILL_PARAM();
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// m_param.nVal = 0;
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range = new Range();
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range.type = 2;
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pre_skills = new Dictionary<uint, int>();
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pre_skills.Add(0, 0);
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#if SKILL_SERVER
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statestub.Add(new State1());
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#endif
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}
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~Skill1032Stub() { }
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public override float GetMpcost(Skill skill) => 120f;
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public override int GetExecutetime(Skill skill) => 0;
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public override int GetCoolingtime(Skill skill) => 1000;
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public float GetRadius(Skill skill) => 20f;
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public float GetAttackdistance(Skill skill) => 0f;
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public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
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public override float GetPraydistance(Skill skill) => 20f;
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public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
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public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
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public override int GetRequiredItem(Skill skill) => RequiredItemArray[skill.GetLevel() - 1];
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public override int GetRequiredMoney(Skill skill) => RequiredMoneyArray[skill.GetLevel() - 1];
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#if SKILL_CLIENT
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public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
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{
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buffer.Append(GPDataTypeHelper.FormatSkillIntroduction(format,
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skill.GetLevel(),
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skill.GetLevel() * 4));
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return buffer.Length;
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}
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#endif
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#if SKILL_SERVER
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public int GetEnmity(Skill skill) => 10;
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public bool StateAttack(Skill skill)
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{
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skill.GetVictim ().SetProbability (1.0f * 100);
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skill.GetVictim ().SetValue (4000);
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skill.GetVictim ().SetAssault (1);
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return true;
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}
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public bool BlessMe(Skill skill)
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{
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skill.GetVictim ().SetProbability (1.0f * 100);
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skill.GetVictim ().SetTime (1000 + skill.GetT0 () * 100);
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skill.GetVictim ().SetRatio (skill.GetLevel () * 0.04f);
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skill.GetVictim ().SetRetort (1);
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return true;
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}
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public bool TakeEffect(Skill skill) => true;
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public float GetEffectdistance(Skill skill) => 40f;
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public int GetAttackspeed(Skill skill) => 20;
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public float GetHitrate(Skill skill) => 1.0f;
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public float GetTalent0(PlayerWrapper player) => player.GetElfstr ();
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public float GetTalent1(PlayerWrapper player) => player.GetElfagi ();
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#endif
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}
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}
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