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

164 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 Skill875 : Skill
{
public const int SKILL_ID = 875;
public Skill875() : base(SKILL_ID)
{
}
}
#endif
public class Skill875Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 0 };
private static readonly int[] RequiredSpArray = { 0 };
private static readonly int[] RequiredItemArray = { 0 };
private static readonly int[] RequiredMoneyArray = { 0 };
#if SKILL_SERVER
public class State1 : 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().SetPray(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 State2 : SkillStub.State
{
public int GetTime(Skill skill) => 2000;
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().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 Skill875Stub() : base(875)
{
cls = 127;
name = "自身圆心群体物免";
nativename = "自身圆心群体物免";
icon = "";
max_level = 10;
type = 3;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 0;
eventflag = 0;
time_type = 0;
showorder = 0;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 0;
effect = "玄武附体";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
range = new Range();
range.type = 2;
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
}
~Skill875Stub() { }
public override float GetMpcost(Skill skill) => 0f;
public override int GetExecutetime(Skill skill) => 1000;
public override int GetCoolingtime(Skill skill) => 0;
public float GetRadius(Skill skill) => 60f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 50f;
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));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (5000 * skill.GetLevel () + 5000);
skill.GetVictim ().SetRatio (5 * skill.GetLevel ());
skill.GetVictim ().SetIncdodge (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (5000 * skill.GetLevel () + 5000);
skill.GetVictim ().SetRatio (1);
skill.GetVictim ().SetDechurt (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 0f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}