168 lines
5.5 KiB
C#
168 lines
5.5 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 Skill1662 : Skill
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{
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public const int SKILL_ID = 1662;
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public Skill1662() : 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 Skill1662Stub : 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 = { 30916 };
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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) => 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(0.2f * 1404);
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skill.GetPlayer().SetPray(1);
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}
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public bool Interrupt(Skill skill) => skill.GetRand () < 5;
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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(0.8f * 1404);
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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 Skill1662Stub() : base(1662)
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{
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cls = 9;
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name = "真·灾星降临";
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nativename = "真·灾星降临";
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icon = "火神下界仙技能";
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max_level = 1;
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type = 2;
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apcost = 200;
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arrowcost = 0;
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apgain = 0;
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attr = 3;
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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 = 1423;
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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(292);
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restrict_weapons.Add(0);
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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(1388, 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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~Skill1662Stub() { }
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public override float GetMpcost(Skill skill) => 1404f;
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public override int GetExecutetime(Skill skill) => 1500;
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public override int GetCoolingtime(Skill skill) => 60000;
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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) => 20f;
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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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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) => 0;
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public bool StateAttack(Skill skill)
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{
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skill.GetVictim ().SetTime (24000);
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skill.GetVictim ().SetRatio (10);
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skill.GetVictim ().SetValue (28861);
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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) => 15 + skill.GetLevel ();
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public int GetAttackspeed(Skill skill) => 6;
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public float GetHitrate(Skill skill) => 1f;
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#endif
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}
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}
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