166 lines
5.6 KiB
C#
166 lines
5.6 KiB
C#
#define SKILL_CLIENT
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using BrewMonster.Scripts.Skills;
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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 Skill71 : Skill
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{
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public const int SKILL_ID = 71;
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public Skill71() : 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 Skill71Stub : SkillStub
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{
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private static readonly int[] RequiredLevelArray = { 49, 53, 57, 61, 65, 69, 73, 77, 81, 85 };
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private static readonly int[] RequiredSpArray = { 47000, 60200, 76900, 98300, 125000, 160000, 215000, 327000, 484000, 705000 };
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private static readonly int[] RequiredMoneyArray = { 2980, 3380, 3780, 6980, 14980, 51980, 131980, 251980, 451980, 771980 };
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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) => 300;
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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(0.2f *(94.5f + 8.4f * skill.GetLevel()));
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skill.GetPlayer().SetPray(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 State2 : SkillStub.State
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{
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public int GetTime(Skill skill) => 1400;
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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(0.8f *(94.5f + 8.4f * skill.GetLevel()));
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skill.SetPlus(1.3f * skill.GetLevel() * skill.GetLevel() + 123.5f * skill.GetLevel() + 1077.7f);
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skill.SetRatio(0);
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skill.SetDamage(skill.GetAttack());
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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) => 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 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 Skill71Stub() : base(71)
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{
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cls = 0;
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name = "裂岩炎震";
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nativename = "裂岩炎震";
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icon = "霸王暴怒.dds";
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max_level = 10;
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type = 1;
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apcost = 0;
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arrowcost = 0;
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apgain = 10;
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attr = 1;
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rank = 5;
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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 = 1119;
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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 = true;
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long_range = 0;
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restrict_corpse = 0;
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allow_forms = 1;
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restrict_weapons.Add(9);
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effect = "";
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range = new Range();
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range.type = 0;
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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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~Skill71Stub() { }
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public float GetMpcost(Skill skill) => (float)(94.5 + 8.4 * skill.GetLevel());
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public int GetExecutetime(Skill skill) => 1400;
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public int GetCoolingtime(Skill skill) => 8000;
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public float GetRadius(Skill skill) => 10f;
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public float GetAttackdistance(Skill skill) => 0f;
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public float GetAngle(Skill skill) => (float)(1 - 0.0111111 *(20 + 3 * skill.GetLevel()));
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public float GetPraydistance(Skill skill) => (float)(skill.GetPlayer().GetRange());
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public int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
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public int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
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public int GetRequiredMoney(Skill skill) => RequiredMoneyArray[skill.GetLevel() - 1];
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#if SKILL_CLIENT
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public int GetIntroduction(Skill skill, StringBuilder buffer, int length, string format)
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{
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string result = string.Format(format,
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skill.GetLevel(),
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94.5 + 8.4 * skill.GetLevel(),
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1.3 * skill.GetLevel() * skill.GetLevel() + 123.5 * skill.GetLevel() + 1077.7,
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30 + 2 * skill.GetLevel(),
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4 + 0.4 * skill.GetLevel());
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if (result.Length < length)
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{
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buffer.Append(result);
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return result.Length;
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}
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return 0;
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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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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) => 11;
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public float GetHitrate(Skill skill) => 1.5f + 0.1f * skill.GetLevel();
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#endif
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}
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}
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