175 lines
5.8 KiB
C#
175 lines
5.8 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 Skill537 : Skill
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{
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public const int SKILL_ID = 537;
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public Skill537() : 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 Skill537Stub : SkillStub
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{
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private static readonly int[] RequiredLevelArray = { 99 };
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private static readonly int[] RequiredSpArray = { 1500000 };
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private static readonly int[] RequiredItemArray = { 9608 };
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private static readonly int[] RequiredMoneyArray = { 1500000 };
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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) => 1000;
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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(28);
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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) => 2000;
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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(112);
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skill.GetPlayer().SetPerform(1);
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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) => 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 Skill537Stub() : base(537)
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{
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cls = 4;
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name = "狂·震慑";
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nativename = "狂·震慑";
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icon = "震慑2";
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max_level = 1;
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type = 3;
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apcost = 0;
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arrowcost = 0;
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apgain = 20;
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attr = 0;
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rank = 31;
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eventflag = 0;
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is_senior = 1;
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clslimit = 0;
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time_type = 0;
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showorder = 1522;
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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 = 2;
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effect = "2震慑";
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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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restrict_weapons.Add(9);
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restrict_weapons.Add(0);
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range = new Range();
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range.type = 2;
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pre_skills = new Dictionary<uint, int>();
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pre_skills.Add(156, 10);
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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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#endif
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}
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~Skill537Stub() { }
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public override float GetMpcost(Skill skill) => 140f;
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public override int GetExecutetime(Skill skill) => 2000;
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public override int GetCoolingtime(Skill skill) => 15000;
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public float GetRadius(Skill skill) => 12f;
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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)(skill.GetPlayer().GetRange());
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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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140));
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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) => 2000;
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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 (10000);
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skill.GetVictim ().SetRatio (0.3f);
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skill.GetVictim ().SetDecattack (1);
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skill.GetVictim ().SetProbability (1.0f * 100);
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skill.GetVictim ().SetTime (10000);
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skill.GetVictim ().SetRatio (0.5f);
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skill.GetVictim ().SetSlow (1);
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skill.GetVictim ().SetProbability (1.0f * 20);
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skill.GetVictim ().SetTime (4000);
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skill.GetVictim ().SetDizzy (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) => skill.GetPlayer ().GetRange () + 2 + 0.3f * skill.GetLevel ();
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public int GetAttackspeed(Skill skill) => 9;
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public float GetHitrate(Skill skill) => 1f;
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#endif
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}
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}
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