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test/Assets/PerfectWorld/Scripts/Skills/SkillStubs11/skill984.cs
T
2026-04-10 16:35:07 +07:00

169 lines
6.2 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 Skill984 : Skill
{
public const int SKILL_ID = 984;
public Skill984() : base(SKILL_ID)
{
}
}
#endif
public class Skill984Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 205, 210, 215, 220, 225, 230, 235, 240, 245, 250 };
private static readonly int[] RequiredSpArray = { 60, 240, 560, 1040, 1680, 2560, 3720, 5260, 7300, 10000 };
private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
private static readonly int[] RequiredMoneyArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
#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().SetDecelfmp(30 +(skill.GetLevel() - 1) * 3);
skill.GetPlayer().SetDecelfap(140 + 38 *(skill.GetLevel() - 1));
skill.SetEarthdamage((2 +(skill.GetLevel() - 1) * 13 + skill.GetT1()) * 3.1f);
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
public Skill984Stub() : base(984)
{
cls = 258;
name = "地恸诀";
nativename = "地恸诀";
icon = "地恸诀";
max_level = 10;
type = 1;
apcost = 140038;
arrowcost = 0;
apgain = 0;
attr = 6;
rank = 0;
eventflag = 0;
clslimit = 0;
time_type = 1;
showorder = 0;
allow_land = true;
allow_air = false;
allow_water = false;
allow_ride = false;
auto_attack = false;
long_range = 2;
restrict_corpse = 0;
allow_forms = 1;
effect = "地恸诀";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "怪物/宠物技能/地恸诀.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/飞沙击中.gfx";
m_szFlySfxPath = string.Empty;
m_szHitGrndSfxPath = string.Empty;
m_szHitSfxPath = "skill/02mage/飞沙术_c";
// 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 = 1400;
m_bTraceTarget = true;
m_FlyClusterCount = 1;
m_FlyClusterInterval = 0;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = false;
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 = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 0);
#if SKILL_SERVER
statestub.Add(new State1());
#endif
}
~Skill984Stub() { }
public override float GetMpcost(Skill skill) => (float)(30 +(skill.GetLevel() - 1) * 3);
public override int GetExecutetime(Skill skill) => 0;
public override int GetCoolingtime(Skill skill) => 8000;
public float GetRadius(Skill skill) => 10f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 10f;
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(),
30 + (skill.GetLevel() - 1) * 3,
140 + 38 * (skill.GetLevel() - 1),
(2 + (skill.GetLevel() - 1) * 13) * 3.1f));
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 ().SetValue (10);
skill.GetVictim ().SetRepel (1);
skill.GetVictim ().SetProbability (1.0f * skill.GetLevel () * 10);
skill.GetVictim ().SetBreak (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 40f;
public int GetAttackspeed(Skill skill) => 20;
public float GetHitrate(Skill skill) => 1.0f;
public float GetTalent0(PlayerWrapper player) => player.GetElfstr ();
public float GetTalent1(PlayerWrapper player) => player.GetElfagi ();
#endif
}
}