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

166 lines
5.7 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 Skill2822 : Skill
{
public const int SKILL_ID = 2822;
public Skill2822() : base(SKILL_ID)
{
}
}
#endif
public class Skill2822Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 100 };
private static readonly int[] RequiredSpArray = { 4000000 };
private static readonly int[] RequiredItemArray = { 46331 };
private static readonly int[] RequiredMoneyArray = { 4000000 };
#if SKILL_SERVER
public class State1 : 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)
{
skill.GetPlayer().SetDecmp(267);
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill2822Stub() : base(2822)
{
cls = 10;
name = "贪狼刃";
nativename = "贪狼刃";
icon = "贪狼刃";
max_level = 1;
type = 2;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 32;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 1;
showorder = 1001;
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_贪狼刃_击中";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "人物/技能/夜影/贪狼刃.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
m_szFlySfxPath = "new/剑灵_寒潮剑印_施放落_单手短";
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)7;
m_AttFlyMode = (GfxAttackMode)1;
m_AttHitMode = (GfxAttackMode)0;
m_dwFlyTime = 2000;
m_bTraceTarget = false;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = true;
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);
restrict_weapons.Add(0);
range = new Range();
range.type = 5;
#if SKILL_SERVER
statestub.Add(new State1());
#endif
}
~Skill2822Stub() { }
public override float GetMpcost(Skill skill) => 267f;
public override int GetExecutetime(Skill skill) => 0;
public override int GetCoolingtime(Skill skill) => 180000;
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) => 0f;
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));
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 (21000);
skill.GetVictim ().SetRatio (0.1f);
skill.GetVictim ().SetAmount (2);
skill.GetVictim ().SetValue (30);
skill.GetVictim ().SetGenhpap (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (21000);
skill.GetVictim ().SetRatio (0.5f);
skill.GetVictim ().SetInccritdamage (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 0f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}