Files
2026-04-10 16:35:07 +07:00

215 lines
7.8 KiB
C#

#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 Skill153 : Skill
{
public const int SKILL_ID = 153;
public Skill153() : base(SKILL_ID)
{
}
}
#endif
public class Skill153Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 59, 62, 65, 68, 71, 74, 77, 80, 83, 86 };
private static readonly int[] RequiredSpArray = { 87000, 104000, 125000, 151000, 181000, 239000, 327000, 440000, 586000, 773000 };
private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
private static readonly int[] RequiredMoneyArray = { 3980, 8980, 14980, 41980, 91980, 151980, 251980, 371980, 611980, 851980 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 600;
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(0.2f *(112 + 6 * 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) => 2500;
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(0.8f *(112 + 6 * skill.GetLevel()));
skill.SetPlus(0);
skill.SetRatio(1 + 0.1f * skill.GetLevel());
skill.SetDamage(skill.GetAttack());
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 Skill153Stub() : base(153)
{
cls = 4;
name = "天崩地裂";
nativename = "天崩地裂";
icon = "兽王之怒";
max_level = 10;
type = 1;
apcost = 200;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 6;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 1519;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = true;
long_range = 0;
restrict_corpse = 0;
allow_forms = 2;
effect = "流星锤";
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/流星锤击中.gfx";
m_szFlySfxPath = string.Empty;
m_szHitGrndSfxPath = string.Empty;
m_szHitSfxPath = string.Empty;
// 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 = true;
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(9);
restrict_weapons.Add(0);
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(152, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill153Stub() { }
public override float GetMpcost(Skill skill) => (float)(112 + 6 * skill.GetLevel());
public override int GetExecutetime(Skill skill) => 2500;
public override int GetCoolingtime(Skill skill) => 30000;
public float GetRadius(Skill skill) => 12f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => (float)(skill.GetPlayer().GetRange());
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(),
112 + 6 * skill.GetLevel(),
100 + 10 * skill.GetLevel(),
5.6f * skill.GetLevel() * skill.GetLevel() + 352.9f * skill.GetLevel() + 4635.2f,
1800 + 300 * skill.GetLevel()));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 1200 * skill.GetLevel ();
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (30000);
skill.GetVictim ().SetAmount (5.6f * skill.GetLevel () * skill.GetLevel () + 352.9f * skill.GetLevel () + 4635.2f);
skill.GetVictim ().SetBleeding (1);
return true;
}
public bool BlessMe(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (30000);
skill.GetVictim ().SetValue (1800 + 300 * skill.GetLevel ());
skill.GetVictim ().SetHpgen (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public int GetAttackspeed(Skill skill) => 33;
public float GetHitrate(Skill skill) => 2.5f + 0.15f * skill.GetLevel ();
#endif
}
}