Files
test/Assets/PerfectWorld/Scripts/Skills/skill3.cs
T
2025-11-12 10:52:37 +07:00

320 lines
7.6 KiB
C#

#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill3 : Skill
{
public const int SKILL_ID = 3;
public Skill3() : base(SKILL_ID)
{
}
}
#endif
public class Skill3Stub : SkillStub
{
// Static arrays for skill requirements
private static readonly int[] RequiredLevelArray = { 19, 24, 29, 34, 39, 44, 49, 54, 59, 64 };
private static readonly int[] RequiredSpArray = { 4600, 7700, 11800, 17300, 24600, 34200, 47000, 64000, 87000, 118000 };
private static readonly int[] RequiredMoneyArray = { 440, 680, 1090, 1540, 1990, 2480, 2980, 3480, 3980, 12980 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill)
{
return 400;
}
public bool Quit(Skill skill)
{
return false;
}
public bool Loop(Skill skill)
{
return false;
}
public bool Bypass(Skill skill)
{
return false;
}
public void Calculate(Skill skill)
{
skill.GetPlayer().SetDecmp(0.2f * (23.5f + 8.4f * skill.GetLevel()));
skill.GetPlayer().SetPray(1);
}
public bool Interrupt(Skill skill)
{
return false;
}
public bool Cancel(Skill skill)
{
return true;
}
public bool Skip(Skill skill)
{
return false;
}
}
#endif
#if SKILL_SERVER
public class State2 : SkillStub.State
{
public int GetTime(Skill skill)
{
return 1800;
}
public bool Quit(Skill skill)
{
return false;
}
public bool Loop(Skill skill)
{
return false;
}
public bool Bypass(Skill skill)
{
return false;
}
public void Calculate(Skill skill)
{
skill.GetPlayer().SetDecmp(0.8f * (23.5f + 8.4f * skill.GetLevel()));
skill.SetPlus(2.1f * skill.GetLevel() * skill.GetLevel() + 88.8f * skill.GetLevel() + 298.6f);
skill.SetRatio(0.5f + 0.05f * skill.GetLevel());
skill.SetDamage(skill.GetAttack());
skill.GetPlayer().SetPerform(1);
}
public bool Interrupt(Skill skill)
{
return false;
}
public bool Cancel(Skill skill)
{
return false;
}
public bool Skip(Skill skill)
{
return false;
}
}
#endif
#if SKILL_SERVER
public class State3 : SkillStub.State
{
public int GetTime(Skill skill)
{
return 0;
}
public bool Quit(Skill skill)
{
return false;
}
public bool Loop(Skill skill)
{
return false;
}
public bool Bypass(Skill skill)
{
return false;
}
public void Calculate(Skill skill)
{
}
public bool Interrupt(Skill skill)
{
return false;
}
public bool Cancel(Skill skill)
{
return false;
}
public bool Skip(Skill skill)
{
return false;
}
}
#endif
public Skill3Stub() : base(3)
{
cls = 0;
name = "凌风";
nativename = "虎击";
icon = "凌风.dds";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 10;
attr = 1;
rank = 2;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 1104;
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(1);
restrict_weapons.Add(5);
restrict_weapons.Add(9);
restrict_weapons.Add(182);
restrict_weapons.Add(292);
restrict_weapons.Add(0);
effect = "凌风.sgc";
range = new Range();
range.type = 0;
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill3Stub()
{
}
public float GetMpcost(Skill skill)
{
return (float)(23.5 + 8.4 * skill.GetLevel());
}
public int GetExecutetime(Skill skill)
{
return 1800;
}
public int GetCoolingtime(Skill skill)
{
return 6000;
}
public int GetRequiredLevel(Skill skill)
{
return RequiredLevelArray[skill.GetLevel() - 1];
}
public int GetRequiredSp(Skill skill)
{
return RequiredSpArray[skill.GetLevel() - 1];
}
public int GetRequiredMoney(Skill skill)
{
return RequiredMoneyArray[skill.GetLevel() - 1];
}
public float GetRadius(Skill skill)
{
return 0f;
}
public float GetAttackdistance(Skill skill)
{
return 0f;
}
public float GetAngle(Skill skill)
{
return (float)(1 - 0.0111111 * 0);
}
public float GetPraydistance(Skill skill)
{
return (float)skill.GetPlayer().GetRange();
}
#if SKILL_CLIENT
public int GetIntroduction(Skill skill, StringBuilder buffer, int length, string format)
{
string result = string.Format(format,
skill.GetLevel(),
23.5 + 8.4 * skill.GetLevel(),
50 + 5 * skill.GetLevel(),
2.1 * skill.GetLevel() * skill.GetLevel() + 88.8 * skill.GetLevel() + 298.6,
20 + 3 * skill.GetLevel());
if (result.Length < length)
{
buffer.Append(result);
return result.Length;
}
return 0;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill)
{
return 0;
}
public bool StateAttack(Skill skill)
{
skill.GetVictim().SetProbability(1.0f * (20 + 3 * skill.GetLevel()));
skill.GetVictim().SetTime(4000);
skill.GetVictim().SetDizzy(1);
return true;
}
public bool TakeEffect(Skill skill)
{
return true;
}
public float GetEffectdistance(Skill skill)
{
return 22.1f;
}
public int GetAttackspeed(Skill skill)
{
return 15;
}
public float GetHitrate(Skill skill)
{
return (float)(1.5 + 0.05 * skill.GetLevel());
}
#endif
}
}