提交极莫古初版绘制

This commit is contained in:
南沢响也
2025-03-11 02:20:23 +08:00
parent 4045cc4ce7
commit 708a487448

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@@ -30,8 +30,7 @@ public class ThornmarchExtreme
LV50 LV50
"""; """;
// Todo: 判断 莫古联合 的add目标以提前判断组合攻击类型 可以靠 NpcYell 判断 // 缺少机制:莫古助威歌
// 缺少机制:千库啵横扫 、 莫古助威歌
public static class IbcHelper public static class IbcHelper
{ {
@@ -147,6 +146,25 @@ public class ThornmarchExtreme
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp); accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
} }
[ScriptMethod(name: "绒绒核爆(大钢铁)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2055"])]
public void (Event @event, ScriptAccessory accessory)
{
var dp = accessory.Data.GetDefaultDrawProperties();
dp.Name = "绒绒核爆";
dp.Color = accessory.Data.DefaultDangerColor;
dp.Position = @event.EffectPosition();
dp.Scale = new Vector2(20.9f);
dp.DestoryAt = 7700;
dp.ScaleMode = ScaleMode.ByTime;
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
}
[ScriptMethod(name: "绒绒核爆销毁", eventType: EventTypeEnum.CancelAction, eventCondition: ["ActionId:2055"],userControl: false)]
public void (Event @event, ScriptAccessory accessory)
{
accessory.Method.RemoveDraw("绒绒核爆");
}
[ScriptMethod(name: "莫古神准箭 点名提示", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:1635"])] [ScriptMethod(name: "莫古神准箭 点名提示", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:1635"])]
public void (Event @event, ScriptAccessory accessory) public void (Event @event, ScriptAccessory accessory)
{ {
@@ -154,20 +172,21 @@ public class ThornmarchExtreme
if (@event.TargetId() == accessory.Data.Me) if (@event.TargetId() == accessory.Data.Me)
{ {
accessory.Method.TextInfo("四连突刺点名", duration: 3700, true); //accessory.Method.TextInfo("四连突刺点名", duration: 3700, true);
accessory.Method.TTS("四连突刺点名"); accessory.Method.TTS("四连突刺点名");
accessory.Method.SendChat("四连突刺点名"); accessory.Method.SendChat("/e 四连突刺点名");
} else } else
{ {
accessory.Method.TextInfo($"四连攻击点 <{tname}>", duration: 3700, false); //accessory.Method.TextInfo($"四连攻击点 <{tname}>", duration: 3700, false);
accessory.Method.TTS($"四连攻击点{tname}"); accessory.Method.TTS($"四连攻击点{tname}");
accessory.Method.SendChat($"/e 四连攻击点<{@event.TargetName()}>"); accessory.Method.SendChat($"/e 四连攻击点 <{@event.TargetName()}>");
} }
} }
#endregion #endregion
#region #region
//【组合技:柔柔之力 + 茸茸之愈】 //【组合技:柔柔之力 + 茸茸之愈】
//【台词】茸茸之愈 库普洛·奇普 2111 把你们都打下来库啵! 柔柔之力 普库啦·普奇 2117 打下来,打下来库啵!
[ScriptMethod(name: "绒绒陨石圆形AOE", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2056"])] [ScriptMethod(name: "绒绒陨石圆形AOE", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2056"])]
public void (Event @event, ScriptAccessory accessory) public void (Event @event, ScriptAccessory accessory)
{ {
@@ -181,9 +200,19 @@ public class ThornmarchExtreme
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp); accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
} }
//【组合技:软软之弓 + 绵绵之音 + 蓬蓬之障】
//【台词】软软之弓 库普括·叩吉 2114 三角攻击库啵! 绵绵之音 普库嘻·皮叩 2119 三角关系库啵! 蓬蓬之障 普库呐·帕叩 2121 好、好的库啵!
[ScriptMethod(name: "莫古三角攻击", eventType: EventTypeEnum.NpcYell, eventCondition: ["Id:2114"])]
public void (Event @event, ScriptAccessory accessory)
{
accessory.Method.TextInfo("远离中间,靠场边躲避大三角", duration: 5000, true);
accessory.Method.TTS("远离中间");
}
//【组合技:柔柔之力 + 茸茸之愈 + 毛毛之斧】 //【组合技:柔柔之力 + 茸茸之愈 + 毛毛之斧】
//莫古的诅咒:柔柔之力 对自身周围角色附加60s莫古乱乱乱使受到 全屏AOE [莫古飞天乱] 的攻击伤害大幅提高。 //莫古的诅咒:柔柔之力 对自身周围角色附加60s莫古乱乱乱使受到 全屏AOE [莫古飞天乱] 的攻击伤害大幅提高。
//绒绒神圣:茸茸之愈 开始咏唱,咏唱完毕时对全场范围造成高伤害无属性魔法伤害。茸茸之愈 受到一定量伤害后停止咏唱。 //绒绒神圣:茸茸之愈 开始咏唱,咏唱完毕时对全场范围造成高伤害无属性魔法伤害。茸茸之愈 受到一定量伤害后停止咏唱。
//【台词】毛毛之斧 库普塔·咔帕 2110 转啊转啊库啵! 茸茸之愈 库普洛·奇普 2112 莫古也一起攻击库啵! 柔柔之力 普库啦·普奇 2118 削弱敌人库啵!
[ScriptMethod(name: "莫古乱乱乱 驱散提示", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:473"])] [ScriptMethod(name: "莫古乱乱乱 驱散提示", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:473"])]
public void (Event @event, ScriptAccessory accessory) public void (Event @event, ScriptAccessory accessory)
{ {
@@ -233,9 +262,28 @@ public class ThornmarchExtreme
//绒绒沼泽:蓬蓬之障 在场上召唤绿色毒圈,角色进入会赋予 猛毒。 //绒绒沼泽:蓬蓬之障 在场上召唤绿色毒圈,角色进入会赋予 猛毒。
//放马过来库啵!:绒绒之壁 对自身周围最近的3名角色连线同时接近蓬蓬之障。稍后为角色附加18s怒发冲冠[怒发冲冠]debuff中的玩家会被挑衅在毒池里持续受到伤害。 //放马过来库啵!:绒绒之壁 对自身周围最近的3名角色连线同时接近蓬蓬之障。稍后为角色附加18s怒发冲冠[怒发冲冠]debuff中的玩家会被挑衅在毒池里持续受到伤害。
//莫古死亡雨:软软之弓 随机指定任意3名角色为目标为其附加3把小弓箭组成的褐色圆形 “莫古力剑雨目标” 标记,随后对角色所在位置造成圆形范围无属性突刺伤害。 //莫古死亡雨:软软之弓 随机指定任意3名角色为目标为其附加3把小弓箭组成的褐色圆形 “莫古力剑雨目标” 标记,随后对角色所在位置造成圆形范围无属性突刺伤害。
//【台词】绒绒之壁 库普迪·库普 2108 好机会库啵! 软软之弓 库普括·叩吉 2115 莫古来支援库啵! 蓬蓬之障 普库呐·帕叩 2122 和、和练习时一样库啵!
[ScriptMethod(name: "放马过来库啵 远离提示", eventType: EventTypeEnum.Tether, eventCondition: ["Id:000D"])] [ScriptMethod(name: "放马过来库啵 远离提示", eventType: EventTypeEnum.NpcYell, eventCondition: ["Id:2108"])]
public void (Event @event, ScriptAccessory accessory) public void (Event @event, ScriptAccessory accessory)
{
accessory.Method.TextInfo("远离 <蓬蓬之障> 与 <绒绒之壁>", duration: 5000, true);
accessory.Method.TTS("远离连线目标");
var dp = accessory.Data.GetDefaultDrawProperties();
dp.Name = "绒绒之壁连线";
dp.Color = new Vector4(1f, 0f, 0f, 1f);
dp.Owner = @event.SourceId();
dp.TargetObject = accessory.Data.Me;
dp.ScaleMode |= ScaleMode.YByDistance;
dp.Scale = new(1);
dp.DestoryAt = 6700;
accessory.Method.SendDraw(DrawModeEnum.Imgui, DrawTypeEnum.Displacement, dp);
}
/*
[ScriptMethod(name: "放马过来库啵 连线提示", eventType: EventTypeEnum.Tether, eventCondition: ["Id:000D"])]
public void 放马过来库啵Thther(Event @event, ScriptAccessory accessory)
{ {
if ( @event.SourceId() != accessory.Data.Me) return; if ( @event.SourceId() != accessory.Data.Me) return;
accessory.Method.TextInfo("远离 <蓬蓬之障> 与 <绒绒之壁>", duration: 5000, true); accessory.Method.TextInfo("远离 <蓬蓬之障> 与 <绒绒之壁>", duration: 5000, true);
@@ -244,26 +292,14 @@ public class ThornmarchExtreme
var dp = accessory.Data.GetDefaultDrawProperties(); var dp = accessory.Data.GetDefaultDrawProperties();
dp.Name = "绒绒之壁连线"; dp.Name = "绒绒之壁连线";
dp.Color = new Vector4(1f, 0f, 0f, 1f); dp.Color = new Vector4(1f, 0f, 0f, 1f);
dp.Owner = @event.TargetId(); dp.Owner = accessory.Data.Me;
dp.TargetObject = accessory.Data.Me; dp.TargetObject = @event.TargetId();
dp.ScaleMode |= ScaleMode.YByDistance; dp.ScaleMode |= ScaleMode.YByDistance;
dp.Scale = new(1); dp.Scale = new(1);
dp.DestoryAt = 4200; dp.DestoryAt = 4200;
accessory.Method.SendDraw(DrawModeEnum.Imgui, DrawTypeEnum.Displacement, dp); accessory.Method.SendDraw(DrawModeEnum.Imgui, DrawTypeEnum.Displacement, dp);
foreach (var item in IbcHelper.GetByDataId(229))
{
var dp1 = accessory.Data.GetDefaultDrawProperties();
dp1.Name = "蓬蓬之障连线";
dp1.Color = new Vector4(1f, 0f, 0f, 1f);
dp1.Owner = item.EntityId;
dp1.TargetObject = accessory.Data.Me;
dp1.ScaleMode |= ScaleMode.YByDistance;
dp1.Scale = new(1);
dp1.DestoryAt = 4200;
accessory.Method.SendDraw(DrawModeEnum.Imgui, DrawTypeEnum.Displacement, dp1);
}
} }
*/
[ScriptMethod(name: "怒发冲冠 驱散提示", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:402"])] [ScriptMethod(name: "怒发冲冠 驱散提示", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:402"])]
public void (Event @event, ScriptAccessory accessory) public void (Event @event, ScriptAccessory accessory)
@@ -459,3 +495,174 @@ public static class Extensions
} }
} }
} }
public static class DirectionCalc
{
// 以北为0建立list
// Game List Logic
// 0 - 4 pi
// 0.25 pi - 3 0.75pi
// 0.5 pi - 2 0.5pi
// 0.75 pi - 1 0.25pi
// pi - 0 0
// 1.25 pi - 7 1.75pi
// 1.5 pi - 6 1.5pi
// 1.75 pi - 5 1.25pi
// Logic = Pi - Game (+ 2pi)
/// <summary>
/// 将游戏基角度以南为0逆时针增加转为逻辑基角度以北为0顺时针增加
/// 算法与Logic2Game完全相同但为了代码可读性便于区分。
/// </summary>
/// <param name="radian">游戏基角度</param>
/// <returns>逻辑基角度</returns>
public static float Game2Logic(this float radian)
{
// if (r < 0) r = (float)(r + 2 * Math.PI);
// if (r > 2 * Math.PI) r = (float)(r - 2 * Math.PI);
var r = float.Pi - radian;
r = (r + float.Pi * 2) % (float.Pi * 2);
return r;
}
/// <summary>
/// 将逻辑基角度以北为0顺时针增加转为游戏基角度以南为0逆时针增加
/// 算法与Game2Logic完全相同但为了代码可读性便于区分。
/// </summary>
/// <param name="radian">逻辑基角度</param>
/// <returns>游戏基角度</returns>
public static float Logic2Game(this float radian)
{
// var r = (float)Math.PI - radian;
// if (r < Math.PI) r = (float)(r + 2 * Math.PI);
// if (r > Math.PI) r = (float)(r - 2 * Math.PI);
return radian.Game2Logic();
}
/// <summary>
/// 输入逻辑基角度获取逻辑方位斜分割以正上为0正分割以右上为0顺时针增加
/// </summary>
/// <param name="radian">逻辑基角度</param>
/// <param name="dirs">方位总数</param>
/// <param name="diagDivision">斜分割默认true</param>
/// <returns>逻辑基角度对应的逻辑方位</returns>
public static int Rad2Dirs(this float radian, int dirs, bool diagDivision = true)
{
var r = diagDivision
? Math.Round(radian / (2f * float.Pi / dirs))
: Math.Floor(radian / (2f * float.Pi / dirs));
r = (r + dirs) % dirs;
return (int)r;
}
/// <summary>
/// 输入坐标获取逻辑方位斜分割以正上为0正分割以右上为0顺时针增加
/// </summary>
/// <param name="point">坐标点</param>
/// <param name="center">中心点</param>
/// <param name="dirs">方位总数</param>
/// <param name="diagDivision">斜分割默认true</param>
/// <returns>该坐标点对应的逻辑方位</returns>
public static int Position2Dirs(this Vector3 point, Vector3 center, int dirs, bool diagDivision = true)
{
double dirsDouble = dirs;
var r = diagDivision
? Math.Round(dirsDouble / 2 - dirsDouble / 2 * Math.Atan2(point.X - center.X, point.Z - center.Z) / Math.PI) % dirsDouble
: Math.Floor(dirsDouble / 2 - dirsDouble / 2 * Math.Atan2(point.X - center.X, point.Z - center.Z) / Math.PI) % dirsDouble;
return (int)r;
}
/// <summary>
/// 以逻辑基弧度旋转某点
/// </summary>
/// <param name="point">待旋转点坐标</param>
/// <param name="center">中心</param>
/// <param name="radian">旋转弧度</param>
/// <returns>旋转后坐标点</returns>
public static Vector3 RotatePoint(this Vector3 point, Vector3 center, float radian)
{
// 围绕某点顺时针旋转某弧度
Vector2 v2 = new(point.X - center.X, point.Z - center.Z);
var rot = MathF.PI - MathF.Atan2(v2.X, v2.Y) + radian;
var length = v2.Length();
return new Vector3(center.X + MathF.Sin(rot) * length, center.Y, center.Z - MathF.Cos(rot) * length);
}
/// <summary>
/// 以逻辑基角度从某中心点向外延伸
/// </summary>
/// <param name="center">待延伸中心点</param>
/// <param name="radian">旋转弧度</param>
/// <param name="length">延伸长度</param>
/// <returns>延伸后坐标点</returns>
public static Vector3 ExtendPoint(this Vector3 center, float radian, float length)
{
// 令某点以某弧度延伸一定长度
return new Vector3(center.X + MathF.Sin(radian) * length, center.Y, center.Z - MathF.Cos(radian) * length);
}
/// <summary>
/// 寻找外侧某点到中心的逻辑基弧度
/// </summary>
/// <param name="center">中心</param>
/// <param name="newPoint">外侧点</param>
/// <returns>外侧点到中心的逻辑基弧度</returns>
public static float FindRadian(this Vector3 newPoint, Vector3 center)
{
var radian = MathF.PI - MathF.Atan2(newPoint.X - center.X, newPoint.Z - center.Z);
if (radian < 0)
radian += 2 * MathF.PI;
return radian;
}
/// <summary>
/// 将输入点左右折叠
/// </summary>
/// <param name="point">待折叠点</param>
/// <param name="centerX">中心折线坐标点</param>
/// <returns></returns>
public static Vector3 FoldPointHorizon(this Vector3 point, float centerX)
{
return point with { X = 2 * centerX - point.X };
}
/// <summary>
/// 将输入点上下折叠
/// </summary>
/// <param name="point">待折叠点</param>
/// <param name="centerZ">中心折线坐标点</param>
/// <returns></returns>
public static Vector3 FoldPointVertical(this Vector3 point, float centerZ)
{
return point with { Z = 2 * centerZ - point.Z };
}
/// <summary>
/// 将输入点朝某中心点往内/外同角度延伸,默认向内
/// </summary>
/// <param name="point">待延伸点</param>
/// <param name="center">中心点</param>
/// <param name="length">延伸长度</param>
/// <param name="isOutside">是否向外延伸</param>>
/// <returns></returns>
public static Vector3 PointInOutside(this Vector3 point, Vector3 center, float length, bool isOutside = false)
{
Vector2 v2 = new(point.X - center.X, point.Z - center.Z);
var targetPos = (point - center) / v2.Length() * length * (isOutside ? 1 : -1) + point;
return targetPos;
}
/// <summary>
/// 获得两点之间距离
/// </summary>
/// <param name="point"></param>
/// <param name="target"></param>
/// <returns></returns>
public static float DistanceTo(this Vector3 point, Vector3 target)
{
Vector2 v2 = new(point.X - target.X, point.Z - target.Z);
return v2.Length();
}
}