Files
test/Assets/PerfectWorld/Scripts/Skills/skill181.cs
T
2026-01-08 18:43:10 +07:00

166 lines
5.5 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 Skill181 : Skill
{
public const int SKILL_ID = 181;
public Skill181() : base(SKILL_ID)
{
}
}
#endif
public class Skill181Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 9, 14, 19, 24, 29, 34, 39, 44, 49, 54 };
private static readonly int[] RequiredSpArray = { 800, 1920, 3680, 6160, 9440, 13840, 19680, 27360, 37600, 51200 };
private static readonly int[] RequiredMoneyArray = { 110, 250, 440, 680, 1090, 1540, 1990, 2480, 2980, 3480 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 1000;
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 *(12 + 15 * 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) => 1200;
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 *(12 + 15 * skill.GetLevel()));
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 Skill181Stub() : base(181)
{
cls = 1;
name = "磐石护甲";
nativename = "磐石护甲";
icon = "奇门护甲";
max_level = 10;
type = 2;
apcost = 30;
arrowcost = 0;
apgain = 0;
attr = 0;
rank = 1;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 1219;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 1;
effect = "";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
restrict_weapons.Add(0);
restrict_weapons.Add(292);
range = new Range();
range.type = 5;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(97, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill181Stub() { }
public override float GetMpcost(Skill skill) => (float)(12 + 15 * skill.GetLevel());
public override int GetExecutetime(Skill skill) => 1200;
public override int GetCoolingtime(Skill skill) => 3000;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 0f;
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
public override 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(),
12 + 15 * skill.GetLevel(),
10 * skill.GetLevel(),
10 * 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) => true;
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 20f;
public int GetAttackspeed(Skill skill) => 4;
public float GetHitrate(Skill skill) => 1f;
#endif
}
}