Files
test/Assets/PerfectWorld/Scripts/Skills/SkillStubs3/skill1839.cs
T
2026-04-10 16:35:07 +07:00

169 lines
5.6 KiB
C#

#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill1839 : Skill
{
public const int SKILL_ID = 1839;
public Skill1839() : base(SKILL_ID)
{
}
}
#endif
public class Skill1839Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 100 };
private static readonly int[] RequiredSpArray = { 5000000 };
private static readonly int[] RequiredItemArray = { 33719 };
private static readonly int[] RequiredMoneyArray = { 5000000 };
#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(61);
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) => 1050;
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(242);
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 Skill1839Stub() : base(1839)
{
cls = 5;
name = "阎浮·归魂葬";
nativename = "阎浮·归魂葬";
icon = "葬魂印记";
max_level = 1;
type = 2;
apcost = 200;
arrowcost = 0;
apgain = 0;
attr = 7;
rank = 8;
eventflag = 0;
is_senior = 1;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 2905;
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(23749);
range = new Range();
range.type = 5;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(1876, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill1839Stub() { }
public override float GetMpcost(Skill skill) => 303f;
public override int GetExecutetime(Skill skill) => 1050;
public override int GetCoolingtime(Skill skill) => 120000;
public float GetRadius(Skill skill) => 12f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 180);
public override float GetPraydistance(Skill skill) => 35f;
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 override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.FormatSkillIntroduction(format));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 100;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetTime (15000);
skill.GetVictim ().SetRatio (0.2f + (skill.GetT0 () - skill.GetT1 () * skill.GetT1 () - 50 * skill.GetT1 ()) * 0.00001f);
skill.GetVictim ().SetValue (45);
skill.GetVictim ().SetAdditionalattack (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 30f;
public int GetAttackspeed(Skill skill) => 33;
public float GetHitrate(Skill skill) => 4f;
public float GetTalent0(PlayerWrapper player) => player.GetSoulpower ();
public float GetTalent1(PlayerWrapper player) => player.GetLevel ();
#endif
}
}