235 lines
8.8 KiB
C#
235 lines
8.8 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 Skill2592 : Skill
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{
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public const int SKILL_ID = 2592;
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public Skill2592() : 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 Skill2592Stub : SkillStub
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{
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private static readonly int[] RequiredLevelArray = { 59, 62, 65, 68, 71, 74, 77, 80, 83, 86 };
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private static readonly int[] RequiredSpArray = { 53070, 60320, 68750, 78520, 92310, 129060, 186390, 264000, 369180, 510180 };
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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 = { 3980, 8980, 14980, 41980, 91980, 151980, 251980, 371980, 611980, 851980 };
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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) => 1034;
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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().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) => 50;
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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().SetPerform(2);
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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) => 1268;
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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(168 + 9 * skill.GetLevel());
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skill.SetPlus(4.4f * skill.GetLevel() * skill.GetLevel() + 277.1f * skill.GetLevel() + 3639.2f);
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skill.SetRatio(0.75f + 0.075f * skill.GetLevel());
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skill.SetWaterdamage(0.22f * skill.GetMagicattack());
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skill.SetGolddamage(0.22f * skill.GetMagicattack());
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skill.GetPlayer().SetCombat(1);
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skill.GetPlayer().SetPerform(0);
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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 State4 : 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 Skill2592Stub() : base(2592)
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{
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cls = 11;
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name = "晓月银光";
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nativename = "晓月银光";
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icon = "晓月银光";
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max_level = 10;
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type = 1;
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apcost = 150;
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arrowcost = 0;
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apgain = 0;
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attr = 2;
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rank = 6;
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eventflag = 0;
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posdouble = 0;
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clslimit = 0;
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time_type = 2;
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showorder = 1025;
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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 = 3;
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effect = "月仙_晓月银光_击中";
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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 = "策划联入/人物技能/飞行/晓月银光_飞行01.gfx";
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m_szHitGrndGfxPath = string.Empty;
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m_szHitGfxPath = "策划联入/人物技能/击中/晓月银光_击中01.gfx";
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m_szFlySfxPath = string.Empty;
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m_szHitGrndSfxPath = string.Empty;
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m_szHitSfxPath = "new/巫师特色技能12_吟唱";
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// GFX Movement and Behavior Parameters / GFX移动和行为参数
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m_MoveMode = (GfxMoveMode)8;
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m_TargetMode = (GfxTargetMode)1;
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m_AttFlyMode = (GfxAttackMode)0;
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m_AttHitMode = (GfxAttackMode)0;
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m_dwFlyTime = 5000;
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m_bTraceTarget = true;
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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(44879);
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restrict_weapons.Add(0);
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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(2591, 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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statestub.Add(new State4());
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#endif
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}
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~Skill2592Stub() { }
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public override float GetMpcost(Skill skill) => (float)(168 + 9 * skill.GetLevel());
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public override int GetExecutetime(Skill skill) => -1;
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public override int GetCoolingtime(Skill skill) => 5000;
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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)(16.5 + 0.9 * skill.GetLevel() + skill.GetPlayer().GetPrayrangeplus());
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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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16.5f + 0.9f * skill.GetLevel(),
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168 + 9 * skill.GetLevel(),
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0.44f * 75 + 0.44f * 7.5f * skill.GetLevel(),
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0.44f * 4.4f * skill.GetLevel() * skill.GetLevel() + 0.44f * 277.1f * skill.GetLevel() + 0.44f * 3639.2f));
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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 ().SetProbability (1.0f * 100);
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skill.GetVictim ().SetTime (5000);
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skill.GetVictim ().SetRatio (0.8f);
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skill.GetVictim ().SetSlow (1);
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skill.GetVictim ().SetProbability (1.0f * -1);
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skill.GetVictim ().SetTime (5000);
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skill.GetVictim ().SetRatio (0.3f);
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skill.GetVictim ().SetSlowfly (1);
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skill.GetVictim ().SetProbability (1.0f * 100);
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skill.GetVictim ().SetTime (4000);
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skill.GetVictim ().SetRatio (0.01f);
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skill.GetVictim ().SetAmount (15);
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skill.GetVictim ().SetValue (2);
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skill.GetVictim ().SetInchurt5 (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) => 25 + skill.GetLevel () + skill.GetPlayer ().GetPrayrangeplus ();
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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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