Files
test/Assets/PerfectWorld/Scripts/Skills/SkillStubs1/skill454.cs
T
2026-05-28 17:55:56 +07:00

209 lines
7.1 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 Skill454 : Skill
{
public const int SKILL_ID = 454;
public Skill454() : base(SKILL_ID)
{
}
}
#endif
public class Skill454Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 99 };
private static readonly int[] RequiredSpArray = { 2000000 };
private static readonly int[] RequiredItemArray = { 9525 };
private static readonly int[] RequiredMoneyArray = { 2000000 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 4000;
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(131);
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill) => skill.GetRand () < 5;
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) => 1800;
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(524);
skill.SetPlus(6200);
skill.SetRatio(2);
skill.SetFiredamage(skill.GetMagicattack());
skill.SetPlus(6200);
skill.SetRatio(2);
skill.SetDamage(skill.GetMagicattack());
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 Skill454Stub() : base(454)
{
cls = 1;
name = "真·火海刀山";
nativename = "真·火海刀山";
icon = "火海刀山1";
max_level = 1;
type = 1;
apcost = 200;
arrowcost = 0;
apgain = 0;
attr = 5;
rank = 21;
eventflag = 0;
is_senior = 1;
clslimit = 0;
time_type = 0;
showorder = 1208;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 1;
effect = "1火海刀山";
doenchant = 0;
dobless = 1;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/人物技能/击中/火海刀山击中.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = string.Empty;
m_szFlySfxPath = "skill/02mage/火海刀山_c";
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)6;
m_AttFlyMode = (GfxAttackMode)1;
m_AttHitMode = (GfxAttackMode)1;
m_dwFlyTime = 2000;
m_bTraceTarget = false;
m_FlyClusterCount = 20;
m_FlyClusterInterval = 65;
m_HitClusterCount = 1;
m_HitClusterInterval = 0;
m_bOneHit = true;
m_bFadeOut = true;
m_bRelScl = true;
m_fDefTarScl = 1.5f;
// Area parameters / 区域参数
m_bArea = false;
m_Shape = EmitShape.enumBox;
m_vGfxSize = Vector3.zero;
// Param radius for OnTarget cluster spread / OnTarget群集散布半径
m_paramType = GfxSkillValType.enumGfxSkillFloat;
m_paramFloatVal = 8.0f;
restrict_weapons.Add(292);
restrict_weapons.Add(0);
range = new Range();
range.type = 3;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(87, 10);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill454Stub() { }
public override float GetMpcost(Skill skill) => 655f;
public override int GetExecutetime(Skill skill) => 1800;
public override int GetCoolingtime(Skill skill) => 30000;
public float GetRadius(Skill skill) => 12f;
public float GetAttackdistance(Skill skill) => (float)(4 + 0.3 * skill.GetLevel());
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 30f;
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,
30,
655,
6200));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 10000;
public bool BlessMe(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 50);
skill.GetVictim ().SetTime (1000);
skill.GetVictim ().SetShowicon (0);
skill.GetVictim ().SetAmount (100);
skill.GetVictim ().SetValue (0);
skill.GetVictim ().SetApgencont2 (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 36f;
public int GetAttackspeed(Skill skill) => 11;
public float GetHitrate(Skill skill) => 1f;
#endif
}
}