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

301 lines
11 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 Skill2551 : Skill
{
public const int SKILL_ID = 2551;
public Skill2551() : base(SKILL_ID)
{
}
}
#endif
public class Skill2551Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 53, 57, 61, 65, 69, 73, 77, 81, 85, 89 };
private static readonly int[] RequiredSpArray = { 40334, 48447, 57997, 68750, 81600, 113950, 186390, 295240, 458250, 698280 };
private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
private static readonly int[] RequiredMoneyArray = { 3380, 3780, 6980, 14980, 51980, 131980, 251980, 451980, 771980, 1091980 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 3000;
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().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
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.SetLvalue(skill.GetCharging());
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) => 301;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetSection(1);
skill.GetPlayer().SetDecmp(110.25f + 9 * skill.GetLevel());
skill.SetPlus(5.6f * skill.GetLevel() * skill.GetLevel() + 245.5f * skill.GetLevel() + 2164.5f);
skill.SetRatio(1.95f + 0.195f * skill.GetLevel());
skill.SetDamage(0.25f * skill.GetAttack());
skill.GetPlayer().SetPerform(0);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => true;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State4 : SkillStub.State
{
public int GetTime(Skill skill) => 301;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetSection(2);
skill.SetPlus(5.6f * skill.GetLevel() * skill.GetLevel() + 245.5f * skill.GetLevel() + 2164.5f);
skill.SetRatio(1.95f + 0.195f * skill.GetLevel());
skill.SetDamage(0.25f * skill.GetAttack());
skill.GetPlayer().SetPerform(0);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => true;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State5 : SkillStub.State
{
public int GetTime(Skill skill) => 301;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetSection(3);
skill.SetPlus(5.6f * skill.GetLevel() * skill.GetLevel() + 245.5f * skill.GetLevel() + 2164.5f);
skill.SetRatio(1.95f + 0.195f * skill.GetLevel());
skill.SetDamage(0.25f * skill.GetAttack());
skill.GetPlayer().SetPerform(0);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => true;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State6 : SkillStub.State
{
public int GetTime(Skill skill) => 301;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetSection(4);
skill.SetPlus(5.6f * skill.GetLevel() * skill.GetLevel() + 245.5f * skill.GetLevel() + 2164.5f);
skill.SetRatio(1.95f + 0.195f * skill.GetLevel());
skill.SetDamage(0.25f * skill.GetAttack());
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 State7 : 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 Skill2551Stub() : base(2551)
{
cls = 10;
name = "狱龙牙";
nativename = "狱龙牙";
icon = "狱龙牙";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 10;
attr = 1;
rank = 5;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 3;
showorder = 1006;
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 = "夜影_狱龙牙_击中";
doenchant = 1;
dobless = 1;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = string.Empty;
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/夜影_狱龙牙_击中.gfx";
m_szFlySfxPath = string.Empty;
m_szHitGrndSfxPath = string.Empty;
m_szHitSfxPath = string.Empty;
// GFX Movement and Behavior Parameters / GFX移动和行为参数
m_MoveMode = (GfxMoveMode)0;
m_TargetMode = (GfxTargetMode)0;
m_AttFlyMode = (GfxAttackMode)0;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 0;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
// 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(44878);
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(2552, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
statestub.Add(new State4());
statestub.Add(new State5());
statestub.Add(new State6());
statestub.Add(new State7());
#endif
}
~Skill2551Stub() { }
public override float GetMpcost(Skill skill) => (float)(110.25 + 9 * skill.GetLevel());
public override int GetExecutetime(Skill skill) => -1;
public override int GetCoolingtime(Skill skill) => 15000;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => (float)(skill.GetPlayer().GetRange());
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,
skill.GetLevel(),
110.25f + 9 * skill.GetLevel(),
195 + 19.5f * skill.GetLevel(),
5.6f * skill.GetLevel() * skill.GetLevel() + 245.5f * skill.GetLevel() + 2164.5f));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * skill.GetSection () == 1 ? 100 : 0);
skill.GetVictim ().SetTime (skill.GetT1 () * 1.0f + 2000);
skill.GetVictim ().SetValue (2);
skill.GetVictim ().SetPalsy (1);
return true;
}
public bool BlessMe(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (6301);
skill.GetVictim ().SetRatio (1);
skill.GetVictim ().SetAmount (1);
skill.GetVictim ().SetValue (skill.GetT0 ());
skill.GetVictim ().SetAppenddamage (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => skill.GetPlayer ().GetRange () + 4.45f * 5.5f;
public float GetHitrate(Skill skill) => 1.0f;
public float GetTalent0(PlayerWrapper player) => player.GetAttack ();
public float GetTalent1(PlayerWrapper player) => player.GetLvalue ();
#endif
}
}