203 lines
7.3 KiB
C#
203 lines
7.3 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 Skill1348 : Skill
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{
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public const int SKILL_ID = 1348;
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public Skill1348() : 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 Skill1348Stub : SkillStub
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{
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private static readonly int[] RequiredLevelArray = { 39, 43, 47, 51, 55, 59, 63, 67, 71, 75 };
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private static readonly int[] RequiredSpArray = { 24600, 32000, 41400, 53200, 68100, 87000, 111000, 142000, 181000, 266000 };
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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 = { 1990, 2380, 2780, 3180, 3580, 3980, 10980, 31980, 91980, 171980 };
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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) => 1000;
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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(0.2f *(10 + 5 * skill.GetLevel()));
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skill.GetPlayer().SetPray(1);
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}
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public bool Interrupt(Skill skill) => skill.GetRand () < 25 - 2 * skill.GetLevel ();
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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) => 533;
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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(0.8f *(10 + 5 * skill.GetLevel()));
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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 Skill1348Stub() : base(1348)
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{
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cls = 8;
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name = "寒潮剑印";
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nativename = "寒潮剑印";
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icon = "寒潮剑印";
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max_level = 10;
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type = 3;
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apcost = 0;
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arrowcost = 0;
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apgain = 10;
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attr = 0;
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rank = 4;
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eventflag = 0;
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posdouble = 0;
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clslimit = 0;
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time_type = 0;
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showorder = 1122;
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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 = "剑灵_寒潮剑印";
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doenchant = 1;
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dobless = 0;
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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/寒潮剑印_击中剑印.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 = 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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restrict_weapons.Add(1);
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range = new Range();
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range.type = 0;
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pre_skills = new Dictionary<uint, int>();
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pre_skills.Add(1347, 1);
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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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~Skill1348Stub() { }
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public override float GetMpcost(Skill skill) => (float)(10 + 5 * skill.GetLevel());
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public override int GetExecutetime(Skill skill) => 533;
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public override int GetCoolingtime(Skill skill) => 15000;
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public float GetRadius(Skill skill) => 0f;
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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)(15 + 0.5 * skill.GetLevel());
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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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15 + 0.5f * skill.GetLevel(),
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10 + 5 * skill.GetLevel(),
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10 + 2 * skill.GetLevel(),
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120 + 18 * skill.GetLevel()));
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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 + 10 * skill.GetLevel ();
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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 (120000 + 18000 * skill.GetLevel ());
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skill.GetVictim ().SetRatio (0);
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skill.GetVictim ().SetValue (10 + 2 * skill.GetLevel ());
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skill.GetVictim ().SetInchurtwoodwater (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) => 25f;
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public float GetHitrate(Skill skill) => 1.0f;
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#endif
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}
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}
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