Files
test/Assets/PerfectWorld/Scripts/Skills/skill86.cs
T
2026-01-08 18:43:10 +07:00

186 lines
6.3 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 Skill86 : Skill
{
public const int SKILL_ID = 86;
public Skill86() : base(SKILL_ID)
{
}
}
#endif
public class Skill86Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 29, 34, 39, 44, 49, 54, 59, 64, 69, 74 };
private static readonly int[] RequiredSpArray = { 11800, 17300, 24600, 34200, 47000, 64000, 87000, 118000, 160000, 239000 };
private static readonly int[] RequiredMoneyArray = { 1090, 1540, 1990, 2480, 2980, 3480, 3980, 12980, 51980, 151980 };
#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().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) => 200;
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().SetPerform(2);
}
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) => 2800;
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 + 20 * skill.GetLevel());
skill.SetPlus(8.2f * skill.GetLevel() * skill.GetLevel() + 256 * skill.GetLevel() + 1078.2f);
skill.SetRatio(0);
skill.SetFiredamage(skill.GetMagicattack());
skill.GetPlayer().SetCombat(1);
skill.GetPlayer().SetPerform(0);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => true;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State4 : 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 Skill86Stub() : base(86)
{
cls = 1;
name = "炙炎阵";
nativename = "炙炎阵";
icon = "炙炎阵";
max_level = 10;
type = 1;
apcost = 100;
arrowcost = 0;
apgain = 0;
attr = 5;
rank = 3;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 2;
showorder = 1205;
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 = "炙炎阵";
doenchant = 0;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
restrict_weapons.Add(292);
restrict_weapons.Add(0);
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(85, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
statestub.Add(new State4());
#endif
}
~Skill86Stub() { }
public override float GetMpcost(Skill skill) => (float)(100 + 20 * skill.GetLevel());
public override int GetExecutetime(Skill skill) => -1;
public override int GetCoolingtime(Skill skill) => 15000;
public float GetRadius(Skill skill) => 12f;
public float GetAttackdistance(Skill skill) => (float)(4 + 0.3 * skill.GetLevel());
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public override float GetPraydistance(Skill skill) => 6f;
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(),
100 + 20 * skill.GetLevel(),
100 + 20 * skill.GetLevel(),
8.2 * skill.GetLevel() * skill.GetLevel() + 256 * skill.GetLevel() + 1078.2);
if (result.Length < length)
{
buffer.Append(result);
return result.Length;
}
return 0;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 1000;
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 25f;
public int GetAttackspeed(Skill skill) => 30;
public float GetHitrate(Skill skill) => 1f;
#endif
}
}