Files
2026-04-10 16:35:07 +07:00

167 lines
5.4 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 Skill167 : Skill
{
public const int SKILL_ID = 167;
public Skill167() : base(SKILL_ID)
{
}
}
#endif
public class Skill167Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 1, 1 };
private static readonly int[] RequiredSpArray = { 0, 0 };
private static readonly int[] RequiredItemArray = { 512, 512 };
private static readonly int[] RequiredMoneyArray = { 0, 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 10000;
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().SetPray(1);
}
public bool Interrupt(Skill skill) => 90;
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) => 1000;
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().SetReturntown(1);
skill.GetPlayer().SetPerform(2);
}
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 Skill167Stub() : base(167)
{
cls = 255;
name = "回城术";
nativename = "回城术";
icon = "水煞";
max_level = 2;
type = 2;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 0;
rank = 0;
eventflag = 0;
clslimit = 0;
time_type = 0;
showorder = 7001;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 3;
effect = "";
doenchant = 0;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
restrict_weapons.Add(0);
restrict_weapons.Add(1);
restrict_weapons.Add(182);
restrict_weapons.Add(5);
restrict_weapons.Add(292);
restrict_weapons.Add(9);
restrict_weapons.Add(13);
restrict_weapons.Add(291);
restrict_weapons.Add(25333);
restrict_weapons.Add(23749);
restrict_weapons.Add(44878);
restrict_weapons.Add(44879);
range = new Range();
range.type = 5;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill167Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 1000;
public override int GetCoolingtime(Skill skill) => 3600000 *(23 * skill.GetLevel() - 22);
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 0f;
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,
23 * skill.GetLevel() - 22));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 5f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}