Files
test/Assets/PerfectWorld/Scripts/Skills/skill5.cs
T
2025-11-12 10:52:37 +07:00

312 lines
7.4 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 Skill5 : Skill
{
public const int SKILL_ID = 5;
public Skill5() : base(SKILL_ID)
{
}
}
#endif
public class Skill5Stub : SkillStub
{
// Static arrays for skill requirements
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)
{
return 200;
}
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 * (1.7f + 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 500;
}
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 * (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)
{
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 Skill5Stub() : base(5)
{
cls = 0;
name = "脕煤脧脰";
nativename = "脕煤脧脰";
icon = "脕煤脧脰.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);
restrict_weapons.Add(1);
restrict_weapons.Add(182);
restrict_weapons.Add(5);
restrict_weapons.Add(292);
restrict_weapons.Add(9);
effect = "脕煤脧脰.sgc";
range = new Range();
range.type = 0;
doenchant = 0;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill5Stub()
{
}
public float GetMpcost(Skill skill)
{
return (float)(1.7 + 8.4 * skill.GetLevel());
}
public int GetExecutetime(Skill skill)
{
return 500;
}
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)(7 + skill.GetLevel() * 0.3);
}
#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)
{
return 200 * skill.GetLevel();
}
public bool TakeEffect(Skill skill)
{
return true;
}
public float GetEffectdistance(Skill skill)
{
return (float)(12 + 0.5 * skill.GetLevel());
}
public int GetAttackspeed(Skill skill)
{
return 12;
}
public float GetHitrate(Skill skill)
{
return (float)(1.5 + 0.05 * skill.GetLevel());
}
#endif
}
}