170 lines
5.9 KiB
C#
170 lines
5.9 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 Skill1850 : Skill
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{
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public const int SKILL_ID = 1850;
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public Skill1850() : 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 Skill1850Stub : SkillStub
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{
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private static readonly int[] RequiredLevelArray = { 100 };
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private static readonly int[] RequiredSpArray = { 5000000 };
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private static readonly int[] RequiredItemArray = { 33734 };
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private static readonly int[] RequiredMoneyArray = { 5000000 };
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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) => 1450;
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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(82);
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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) => 1500;
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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(200);
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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 Skill1850Stub() : base(1850)
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{
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cls = 8;
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name = "梵心·剑鸣渊";
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nativename = "梵心·剑鸣渊";
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icon = "乱舞剑咒";
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max_level = 1;
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type = 2;
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apcost = 100;
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arrowcost = 0;
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apgain = 0;
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attr = 1;
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rank = 8;
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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 = 2906;
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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 = "";
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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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restrict_weapons.Add(1);
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range = new Range();
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range.type = 5;
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pre_skills = new Dictionary<uint, int>();
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pre_skills.Add(1870, 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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~Skill1850Stub() { }
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public override float GetMpcost(Skill skill) => 282f;
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public override int GetExecutetime(Skill skill) => 1500;
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public override int GetCoolingtime(Skill skill) => 180000;
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public float GetRadius(Skill skill) => 15f;
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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) => 5f;
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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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282));
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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) => 100;
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public bool StateAttack(Skill skill)
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{
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skill.GetVictim ().SetTime (60000);
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skill.GetVictim ().SetRatio (6 + skill.GetT0 ());
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skill.GetVictim ().SetValue (33674);
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skill.GetVictim ().SetSummonpet2 (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) => 30f;
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public int GetAttackspeed(Skill skill) => 7;
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public float GetHitrate(Skill skill) => 6f;
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public float GetTalent0(PlayerWrapper player) => (player.GetSoulpower () - player.GetLevel () * player.GetLevel () - 50 * player.GetLevel ()) >
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40000 ? 4 : (player.GetSoulpower () - player.GetLevel () * player.GetLevel () - 50 * player.GetLevel ()) / 10000;
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#endif
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}
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}
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