217 lines
7.8 KiB
C#
217 lines
7.8 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 Skill528 : Skill
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{
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public const int SKILL_ID = 528;
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public Skill528() : 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 Skill528Stub : SkillStub
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{
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private static readonly int[] RequiredLevelArray = { 99 };
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private static readonly int[] RequiredSpArray = { 2000000 };
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private static readonly int[] RequiredItemArray = { 9599 };
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private static readonly int[] RequiredMoneyArray = { 2000000 };
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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) => 600;
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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().SetDecmp(44);
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skill.GetPlayer().SetPray(1);
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}
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public bool Interrupt(Skill skill) => false;
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public bool Cancel(Skill skill) => true;
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public bool Skip(Skill skill) => false;
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}
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#endif
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#if SKILL_SERVER
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public class State2 : SkillStub.State
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{
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public int GetTime(Skill skill) => 2500;
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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().SetDecmp(176);
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skill.SetPlus(0);
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skill.SetRatio(3);
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skill.SetDamage(skill.GetAttack());
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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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#if SKILL_SERVER
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public class State3 : 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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}
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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 Skill528Stub() : base(528)
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{
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cls = 4;
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name = "真·天崩地裂";
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nativename = "真·天崩地裂";
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icon = "兽王之怒1";
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max_level = 1;
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type = 1;
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apcost = 200;
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arrowcost = 0;
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apgain = 0;
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attr = 1;
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rank = 21;
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eventflag = 0;
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is_senior = 1;
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posdouble = 0;
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clslimit = 0;
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time_type = 0;
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showorder = 1519;
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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 = true;
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long_range = 0;
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restrict_corpse = 0;
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allow_forms = 2;
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effect = "流星锤";
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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 = string.Empty;
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m_szHitGrndGfxPath = string.Empty;
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m_szHitGfxPath = "策划联入/人物技能/击中/流星锤击中.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)0;
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m_TargetMode = (GfxTargetMode)0;
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m_AttFlyMode = (GfxAttackMode)0;
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m_AttHitMode = (GfxAttackMode)0;
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m_dwFlyTime = 0;
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m_bTraceTarget = true;
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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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restrict_weapons.Add(9);
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restrict_weapons.Add(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(153, 10);
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#if SKILL_SERVER
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statestub.Add(new State1());
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statestub.Add(new State2());
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statestub.Add(new State3());
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#endif
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}
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~Skill528Stub() { }
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public override float GetMpcost(Skill skill) => 220f;
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public override int GetExecutetime(Skill skill) => 2500;
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public override int GetCoolingtime(Skill skill) => 30000;
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public float GetRadius(Skill skill) => 12f;
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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) => (float)(skill.GetPlayer().GetRange());
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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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220));
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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) => 12000;
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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 ().SetTime (12000);
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skill.GetVictim ().SetAmount (skill.GetT0 () *
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(1 +
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0.01f * (skill.GetT1 () - skill.GetPlayer ().GetDefenddegree () >
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0 ? skill.GetT1 () - skill.GetPlayer ().GetDefenddegree () : 0)));
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skill.GetVictim ().SetBleeding (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 (15000);
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skill.GetVictim ().SetValue (6666);
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skill.GetVictim ().SetHpgen (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) => 15f;
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public int GetAttackspeed(Skill skill) => 33;
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public float GetHitrate(Skill skill) => 4f;
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public float GetTalent0(PlayerWrapper player) => 9245;
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public float GetTalent1(PlayerWrapper player) => player.GetAttackdegree ();
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#endif
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}
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}
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