186 lines
6.3 KiB
C#
186 lines
6.3 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 Skill86 : Skill
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{
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public const int SKILL_ID = 86;
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public Skill86() : 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 Skill86Stub : SkillStub
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{
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private static readonly int[] RequiredLevelArray = { 29, 34, 39, 44, 49, 54, 59, 64, 69, 74 };
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private static readonly int[] RequiredSpArray = { 11800, 17300, 24600, 34200, 47000, 64000, 87000, 118000, 160000, 239000 };
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private static readonly int[] RequiredMoneyArray = { 1090, 1540, 1990, 2480, 2980, 3480, 3980, 12980, 51980, 151980 };
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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) => 1000;
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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().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) => 200;
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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().SetPerform(2);
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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) => 2800;
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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(100 + 20 * skill.GetLevel());
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skill.SetPlus(8.2f * skill.GetLevel() * skill.GetLevel() + 256 * skill.GetLevel() + 1078.2f);
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skill.SetRatio(0);
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skill.SetFiredamage(skill.GetMagicattack());
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skill.GetPlayer().SetCombat(1);
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skill.GetPlayer().SetPerform(0);
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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 State4 : 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 Skill86Stub() : base(86)
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{
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cls = 1;
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name = "炙炎阵";
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nativename = "炙炎阵";
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icon = "炙炎阵";
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max_level = 10;
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type = 1;
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apcost = 100;
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arrowcost = 0;
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apgain = 0;
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attr = 5;
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rank = 3;
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eventflag = 0;
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posdouble = 0;
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clslimit = 0;
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time_type = 2;
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showorder = 1205;
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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 = false;
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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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effect = "炙炎阵";
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doenchant = 0;
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dobless = 0;
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commoncooldown = 0;
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commoncooldowntime = 0;
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restrict_weapons.Add(292);
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restrict_weapons.Add(0);
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range = new Range();
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range.type = 2;
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pre_skills = new Dictionary<uint, int>();
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pre_skills.Add(85, 1);
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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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statestub.Add(new State4());
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#endif
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}
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~Skill86Stub() { }
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public override float GetMpcost(Skill skill) => (float)(100 + 20 * skill.GetLevel());
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public override int GetExecutetime(Skill skill) => -1;
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public override int GetCoolingtime(Skill skill) => 15000;
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public float GetRadius(Skill skill) => 12f;
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public float GetAttackdistance(Skill skill) => (float)(4 + 0.3 * skill.GetLevel());
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public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
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public override float GetPraydistance(Skill skill) => 6f;
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public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
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public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
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public override 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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100 + 20 * skill.GetLevel(),
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100 + 20 * skill.GetLevel(),
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8.2 * skill.GetLevel() * skill.GetLevel() + 256 * skill.GetLevel() + 1078.2);
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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) => 1000;
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public bool TakeEffect(Skill skill) => true;
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public float GetEffectdistance(Skill skill) => 25f;
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public int GetAttackspeed(Skill skill) => 30;
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public float GetHitrate(Skill skill) => 1f;
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#endif
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}
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}
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