Files
test/Assets/PerfectWorld/Scripts/Skills/skill71.cs
T
2025-12-12 18:06:48 +07:00

166 lines
5.6 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 Skill71 : Skill
{
public const int SKILL_ID = 71;
public Skill71() : base(SKILL_ID)
{
}
}
#endif
public class Skill71Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 49, 53, 57, 61, 65, 69, 73, 77, 81, 85 };
private static readonly int[] RequiredSpArray = { 47000, 60200, 76900, 98300, 125000, 160000, 215000, 327000, 484000, 705000 };
private static readonly int[] RequiredMoneyArray = { 2980, 3380, 3780, 6980, 14980, 51980, 131980, 251980, 451980, 771980 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 300;
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 *(94.5f + 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) => 1400;
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 *(94.5f + 8.4f * skill.GetLevel()));
skill.SetPlus(1.3f * skill.GetLevel() * skill.GetLevel() + 123.5f * skill.GetLevel() + 1077.7f);
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 Skill71Stub() : base(71)
{
cls = 0;
name = "裂岩炎震";
nativename = "裂岩炎震";
icon = "霸王暴怒.dds";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 10;
attr = 1;
rank = 5;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 1119;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = true;
long_range = 0;
restrict_corpse = 0;
allow_forms = 1;
restrict_weapons.Add(9);
effect = "";
range = new Range();
range.type = 0;
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill71Stub() { }
public float GetMpcost(Skill skill) => (float)(94.5 + 8.4 * skill.GetLevel());
public int GetExecutetime(Skill skill) => 1400;
public int GetCoolingtime(Skill skill) => 8000;
public float GetRadius(Skill skill) => 10f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 *(20 + 3 * skill.GetLevel()));
public float GetPraydistance(Skill skill) => (float)(skill.GetPlayer().GetRange());
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(),
94.5 + 8.4 * skill.GetLevel(),
1.3 * skill.GetLevel() * skill.GetLevel() + 123.5 * skill.GetLevel() + 1077.7,
30 + 2 * skill.GetLevel(),
4 + 0.4 * skill.GetLevel());
if (result.Length < length)
{
buffer.Append(result);
return result.Length;
}
return 0;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 0f;
public int GetAttackspeed(Skill skill) => 11;
public float GetHitrate(Skill skill) => 1.5f + 0.1f * skill.GetLevel();
#endif
}
}