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

232 lines
8.0 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 Skill2415 : Skill
{
public const int SKILL_ID = 2415;
public Skill2415() : base(SKILL_ID)
{
}
}
#endif
public class Skill2415Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 100 };
private static readonly int[] RequiredSpArray = { 1000000 };
private static readonly int[] RequiredItemArray = { 42162 };
private static readonly int[] RequiredMoneyArray = { 1000000 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 1000;
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(53);
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => skill.GetRand () < 5;
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) => 50;
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(212);
skill.GetPlayer().SetPerform(2);
}
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) => 1000;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetPlus(6466);
skill.SetRatio(1);
skill.SetGolddamage(skill.GetMagicattack());
skill.GetPlayer().SetPerform(0);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State4 : 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 Skill2415Stub() : base(2415)
{
cls = 7;
name = "荒·龙卷风";
nativename = "荒·龙卷风";
icon = "龙卷风2";
max_level = 1;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 10;
attr = 2;
rank = 30;
eventflag = 0;
is_senior = 1;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 1425;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 3;
effect = "1龙卷风";
doenchant = 1;
dobless = 1;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/人物技能/飞行/龙卷风击中.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
m_szFlySfxPath = "skill/05fairy/龙卷风_c";
m_szHitGrndSfxPath = string.Empty;
m_szHitSfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)7;
m_TargetMode = (GfxTargetMode)6;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 2500;
m_bTraceTarget = true;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = true;
m_bRelScl = true;
m_fDefTarScl = 1.5f;
// 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(292);
restrict_weapons.Add(0);
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(579, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
statestub.Add(new State4());
#endif
}
~Skill2415Stub() { }
public override float GetMpcost(Skill skill) => 265f;
public override int GetExecutetime(Skill skill) => -1;
public override int GetCoolingtime(Skill skill) => 3000;
public float GetRadius(Skill skill) => (float)(3 + 0.4 * skill.GetLevel());
public float GetAttackdistance(Skill skill) => (float)(4 + 0.3 * skill.GetLevel());
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 28f;
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,
28,
265));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (8000);
skill.GetVictim ().SetRatio (0.4f);
skill.GetVictim ().SetSlow (1);
return true;
}
public bool BlessMe(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * skill.GetPlayer ().GetForm () == 1 ? 100 : 0);
skill.GetVictim ().SetRatio (0);
skill.GetVictim ().SetAmount (500);
skill.GetVictim ().SetValue (2415);
skill.GetVictim ().SetSkillcooldown (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 35f;
public int GetAttackspeed(Skill skill) => 7;
public float GetHitrate(Skill skill) => 1f;
#endif
}
}