Files
test/Assets/PerfectWorld/Scripts/Skills/skill374.cs
T
2026-01-08 18:43:10 +07:00

171 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 Skill374 : Skill
{
public const int SKILL_ID = 374;
public Skill374() : base(SKILL_ID)
{
}
}
#endif
public class Skill374Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 89 };
private static readonly int[] RequiredSpArray = { 1000000 };
private static readonly int[] RequiredItemArray = { 9443 };
private static readonly int[] RequiredMoneyArray = { 1000000 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 400;
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(25);
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) => 700;
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(100);
skill.SetPlus(2305);
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 Skill374Stub() : base(374)
{
cls = 0;
name = "真·虎击";
nativename = "真·虎击";
icon = "虎击1";
max_level = 1;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 10;
attr = 1;
rank = 20;
eventflag = 0;
is_senior = 1;
clslimit = 0;
time_type = 0;
showorder = 1101;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = true;
long_range = 0;
restrict_corpse = 0;
allow_forms = 1;
effect = "1虎击";
doenchant = 0;
dobless = 1;
commoncooldown = 0;
commoncooldowntime = 0;
restrict_weapons.Add(0);
restrict_weapons.Add(1);
restrict_weapons.Add(182);
restrict_weapons.Add(5);
restrict_weapons.Add(292);
restrict_weapons.Add(9);
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(1, 10);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill374Stub() { }
public override float GetMpcost(Skill skill) => 125f;
public override int GetExecutetime(Skill skill) => 700;
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) => (float)(skill.GetPlayer().GetRange());
public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
public override int GetRequiredItem(Skill skill) => RequiredItemArray[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, 125, 2304);
if (result.Length < length)
{
buffer.Append(result);
return result.Length;
}
return 0;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool BlessMe(Skill skill) => true;
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 13.3f;
public int GetAttackspeed(Skill skill) => 2;
public float GetHitrate(Skill skill) => 1.8f;
#endif
}
}