Files
test/Assets/PerfectWorld/Scripts/Skills/skill5.cs
T
2025-12-12 18:06:48 +07:00

161 lines
5.4 KiB
C#

#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill5 : Skill
{
public const int SKILL_ID = 5;
public Skill5() : base(SKILL_ID)
{
}
}
#endif
public class Skill5Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 6, 11, 16, 21, 26, 31, 36, 41, 46, 51 };
private static readonly int[] RequiredSpArray = { 400, 1500, 3200, 5800, 9200, 13900, 20000, 28100, 38900, 53200 };
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) => 200;
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 *(1.7f + 8.4f * 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) => 500;
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 *(1.7f + 8.4f * skill.GetLevel()));
skill.SetPlus(1.8f * skill.GetLevel() * skill.GetLevel() + 66.9f * skill.GetLevel() + 123.7f);
skill.SetRatio(0);
skill.SetDamage(skill.GetAttack());
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 Skill5Stub() : base(5)
{
cls = 0;
name = "龙现";
nativename = "龙现";
icon = "龙现.dds";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 10;
attr = 1;
rank = 0;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 1105;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 1;
restrict_weapons.Add(0);
effect = "";
range = new Range();
range.type = 0;
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill5Stub() { }
public float GetMpcost(Skill skill) => (float)(1.7 + 8.4 * skill.GetLevel());
public int GetExecutetime(Skill skill) => 500;
public int GetCoolingtime(Skill skill) => 6000;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public float GetPraydistance(Skill skill) => (float)(7 + skill.GetLevel() * 0.3);
public int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
public int GetRequiredMoney(Skill skill) => RequiredMoneyArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public int GetIntroduction(Skill skill, StringBuilder buffer, int length, string format)
{
string result = string.Format(format,
skill.GetLevel(),
7 + skill.GetLevel() * 0.3,
1.7 + 8.4 * skill.GetLevel(),
1.8 * skill.GetLevel() * skill.GetLevel() + 66.9 * skill.GetLevel() + 123.7);
if (result.Length < length)
{
buffer.Append(result);
return result.Length;
}
return 0;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 200;
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 12 + 0.5f * skill.GetLevel();
public int GetAttackspeed(Skill skill) => 12;
public float GetHitrate(Skill skill) => 1.5f + 0.05f * skill.GetLevel();
#endif
}
}