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

169 lines
5.8 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 Skill244 : Skill
{
public const int SKILL_ID = 244;
public Skill244() : base(SKILL_ID)
{
}
}
#endif
public class Skill244Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 6, 11, 16, 21, 26, 31, 36, 41, 46, 51 };
private static readonly int[] RequiredSpArray = { 320, 1200, 2560, 4640, 7360, 11120, 16000, 22480, 31120, 42560 };
private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
private static readonly int[] RequiredMoneyArray = { 50, 160, 320, 530, 820, 1270, 1720, 2180, 2680, 3180 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 3000;
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 *(4.5f + 22.5f * 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) => 800;
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 *(4.5f + 22.5f * skill.GetLevel()));
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 Skill244Stub() : base(244)
{
cls = 6;
name = "烈焰之矢";
nativename = "烈焰之矢";
icon = "烈焰之矢";
max_level = 10;
type = 2;
apcost = 0;
arrowcost = 0;
apgain = 10;
attr = 1;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 1312;
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 = "";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
restrict_weapons.Add(13);
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
}
~Skill244Stub() { }
public override float GetMpcost(Skill skill) => (float)(4.5 + 22.5 * skill.GetLevel());
public override int GetExecutetime(Skill skill) => 800;
public override int GetCoolingtime(Skill skill) => 3000;
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,
skill.GetLevel(),
4.5f + 22.5f * skill.GetLevel(),
10 + 3 * skill.GetLevel()));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetTime (600000);
skill.GetVictim ().SetRatio (0.1f + 0.03f * skill.GetLevel ());
skill.GetVictim ().SetFirearrow (1);
skill.GetVictim ().SetClearinvisible (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => skill.GetPlayer ().GetRange () + 5;
public int GetAttackspeed(Skill skill) => 3;
public float GetHitrate(Skill skill) => 1 + 0.05f * skill.GetLevel ();
#endif
}
}