Files
test/Assets/PerfectWorld/Scripts/Skills/SkillStubs5/skill2569.cs
T
2026-04-10 16:35:07 +07:00

217 lines
8.0 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 Skill2569 : Skill
{
public const int SKILL_ID = 2569;
public Skill2569() : base(SKILL_ID)
{
}
}
#endif
public class Skill2569Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 59, 62, 65, 68, 71, 74, 77, 80, 83, 86 };
private static readonly int[] RequiredSpArray = { 53070, 60320, 68750, 78520, 92310, 129060, 186390, 264000, 369180, 510180 };
private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
private static readonly int[] RequiredMoneyArray = { 3980, 8980, 14980, 41980, 91980, 151980, 251980, 371980, 611980, 851980 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 201;
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 *(134.4f + 7.2f * skill.GetLevel()));
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => true;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill) => 1401;
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 *(134.4f + 7.2f * skill.GetLevel()));
skill.SetPlus(3.3f * skill.GetLevel() * skill.GetLevel() + 205.1f * skill.GetLevel() + 2694.2f);
skill.SetRatio(0.35f + 0.035f * 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 Skill2569Stub() : base(2569)
{
cls = 10;
name = "大荒";
nativename = "大荒";
icon = "大荒";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 15;
attr = 1;
rank = 6;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 1016;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = true;
long_range = 0;
restrict_corpse = 0;
allow_forms = 3;
combosk_preskill = 2563;
combosk_interval = 6000;
effect = "夜影_大荒_击中";
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/夜影_大荒_击中.gfx";
m_szFlySfxPath = string.Empty;
m_szHitGrndSfxPath = string.Empty;
m_szHitSfxPath = "creature/skill/喷光_a";
// 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;
restrict_weapons.Add(44878);
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(2563, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2569Stub() { }
public override float GetMpcost(Skill skill) => (float)(134.4 + 7.2 * skill.GetLevel());
public override int GetExecutetime(Skill skill) => 1401;
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) => 8f;
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(),
134.4f + 7.2f * skill.GetLevel(),
35 + 3.5f * skill.GetLevel(),
3.3f * skill.GetLevel() * skill.GetLevel() + 205.1f * skill.GetLevel() + 2694.2f));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * skill.GetT0 () > 50 ? 100 : 0);
skill.GetVictim ().SetTime (3000);
skill.GetVictim ().SetFix (1);
skill.GetVictim ().SetProbability (1.0f * skill.GetT0 () > 50 ? 0 : 100);
skill.GetVictim ().SetTime (3000);
skill.GetVictim ().SetDizzy (1);
return true;
}
public bool BlessMe(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (4401);
skill.GetVictim ().SetRatio (0.3f);
skill.GetVictim ().SetSpeedup (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 10f;
public float GetHitrate(Skill skill) => 2.5f + 0.05f * skill.GetLevel ();
public float GetTalent0(PlayerWrapper player) => player.GetRand ();
#endif
}
}