171 lines
5.8 KiB
C#
171 lines
5.8 KiB
C#
#define SKILL_CLIENT
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using BrewMonster.Scripts.Skills;
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using CSNetwork.GPDataType;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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using static BrewMonster.PET_EVOLVE_CONFIG;
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namespace BrewMonster
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{
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#if SKILL_SERVER
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public class Skill19 : Skill
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{
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public const int SKILL_ID = 19;
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public Skill19() : base(SKILL_ID)
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{
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}
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}
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#endif
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public class Skill19Stub : SkillStub
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{
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private static readonly int[] RequiredLevelArray = { 9, 14, 19, 24, 29, 34, 39, 44, 49, 54 };
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private static readonly int[] RequiredSpArray = { 800, 1920, 3680, 6160, 9440, 13840, 19680, 27360, 37600, 51200 };
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private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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private static readonly int[] RequiredMoneyArray = { 110, 250, 440, 680, 1090, 1540, 1990, 2480, 2980, 3480 };
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#if SKILL_SERVER
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public class State1 : SkillStub.State
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{
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public int GetTime(Skill skill) => 500;
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public bool Quit(Skill skill) => false;
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public bool Loop(Skill skill) => false;
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public bool Bypass(Skill skill) => false;
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public void Calculate(Skill skill)
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{
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skill.GetPlayer().SetPray(1);
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}
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public bool Interrupt(Skill skill) => skill.GetRand () < 25 - 2 * skill.GetLevel ();
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public bool Cancel(Skill skill) => false;
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public bool Skip(Skill skill) => false;
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}
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#endif
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#if SKILL_SERVER
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public class State2 : SkillStub.State
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{
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public int GetTime(Skill skill) => 1000;
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public bool Quit(Skill skill) => false;
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public bool Loop(Skill skill) => false;
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public bool Bypass(Skill skill) => false;
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public void Calculate(Skill skill)
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{
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skill.GetPlayer().SetDecmp(10 * skill.GetLevel());
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skill.GetPlayer().SetPerform(1);
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}
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public bool Interrupt(Skill skill) => false;
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public bool Cancel(Skill skill) => true;
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public bool Skip(Skill skill) => false;
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}
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#endif
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#if SKILL_SERVER
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public class State3 : SkillStub.State
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{
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public int GetTime(Skill skill) => 0;
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public bool Quit(Skill skill) => false;
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public bool Loop(Skill skill) => false;
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public bool Bypass(Skill skill) => false;
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public void Calculate(Skill skill)
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{
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}
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public bool Interrupt(Skill skill) => false;
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public bool Cancel(Skill skill) => false;
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public bool Skip(Skill skill) => false;
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}
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#endif
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public Skill19Stub() : base(19)
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{
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cls = 7;
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name = "羽盾";
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nativename = "羽盾";
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icon = "羽盾";
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max_level = 10;
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type = 2;
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apcost = 30;
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arrowcost = 0;
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apgain = 0;
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attr = 1;
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rank = 1;
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eventflag = 0;
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posdouble = 0;
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clslimit = 0;
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time_type = 0;
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showorder = 1423;
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allow_land = true;
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allow_air = true;
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allow_water = true;
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allow_ride = false;
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auto_attack = false;
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long_range = 0;
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restrict_corpse = 0;
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allow_forms = 3;
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effect = "";
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doenchant = 1;
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dobless = 0;
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commoncooldown = 0;
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commoncooldowntime = 0;
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restrict_weapons.Add(292);
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restrict_weapons.Add(0);
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range = new Range();
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range.type = 5;
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pre_skills = new Dictionary<uint, int>();
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pre_skills.Add(125, 1);
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#if SKILL_SERVER
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statestub.Add(new State1());
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statestub.Add(new State2());
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statestub.Add(new State3());
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#endif
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}
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~Skill19Stub() { }
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public override float GetMpcost(Skill skill) => (float)(10 * skill.GetLevel());
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public override int GetExecutetime(Skill skill) => 1000;
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public override int GetCoolingtime(Skill skill) => 30000;
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public float GetRadius(Skill skill) => 0f;
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public float GetAttackdistance(Skill skill) => 0f;
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public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
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public override float GetPraydistance(Skill skill) => 0f;
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public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
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public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
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public override int GetRequiredItem(Skill skill) => RequiredItemArray[skill.GetLevel() - 1];
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public override int GetRequiredMoney(Skill skill) => RequiredMoneyArray[skill.GetLevel() - 1];
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#if SKILL_CLIENT
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public override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
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{
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buffer.Append(GPDataTypeHelper.FormatSkillIntroduction(format,
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skill.GetLevel(),
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10 * skill.GetLevel(),
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50 + 3 * skill.GetLevel(),
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2.1f - 0.1f * skill.GetLevel()));
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return buffer.Length;
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}
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#endif
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#if SKILL_SERVER
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public int GetEnmity(Skill skill) => 0;
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public bool StateAttack(Skill skill)
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{
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skill.GetVictim ().SetProbability (1.0f * 100);
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skill.GetVictim ().SetTime (20000);
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skill.GetVictim ().SetRatio (0.5f + 0.03f * skill.GetLevel ());
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skill.GetVictim ().SetValue (2.1f - 0.1f * skill.GetLevel ());
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skill.GetVictim ().SetFeathershield (1);
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return true;
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}
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public bool TakeEffect(Skill skill) => true;
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public float GetEffectdistance(Skill skill) => 0f;
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public int GetAttackspeed(Skill skill) => 6;
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public float GetHitrate(Skill skill) => 1f;
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#endif
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}
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}
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