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

199 lines
6.5 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 Skill1524 : Skill
{
public const int SKILL_ID = 1524;
public Skill1524() : base(SKILL_ID)
{
}
}
#endif
public class Skill1524Stub : SkillStub
{
#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(0.2f *(30 + 40 * skill.GetLevel()));
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 500;
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(0.8f *(30 + 40 * skill.GetLevel()));
skill.SetDamage(skill.GetAttack());
skill.GetPlayer().SetPerform(1);
}
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) => 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 Skill1524Stub() : base(1524)
{
cls = 127;
name = "休迅飞凫";
nativename = "休迅飞凫";
icon = "休迅飞凫";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 7;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = true;
long_range = 0;
restrict_corpse = 0;
allow_forms = 1;
effect = "刺客_迷踪乱步诀";
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/刺客_迷踪乱步决_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;
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill1524Stub() { }
public override float GetMpcost(Skill skill) => (float)(30 + 40 * skill.GetLevel());
public override int GetExecutetime(Skill skill) => 500;
public override int GetCoolingtime(Skill skill) => 25000;
public float GetRadius(Skill skill) => (float)(20 + 1.5 * skill.GetLevel());
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 10f;
#if SKILL_CLIENT
public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.FormatSkillIntroduction(format,
skill.GetLevel(),
30 + 40 * skill.GetLevel(),
3 + skill.GetLevel() * 0.2f));
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 (3000 + 200 * skill.GetLevel ());
skill.GetVictim ().SetDizzy (1);
return true;
}
public bool BlessMe(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (3000);
skill.GetVictim ().SetRatio (2.0f);
skill.GetVictim ().SetSpeedup (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 15f;
public float GetHitrate(Skill skill) => 2f;
#endif
}
}