Files
test/Assets/PerfectWorld/Scripts/Skills/SkillStubs3/skill537.cs
T
2026-04-10 16:35:07 +07:00

175 lines
5.8 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 Skill537 : Skill
{
public const int SKILL_ID = 537;
public Skill537() : base(SKILL_ID)
{
}
}
#endif
public class Skill537Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 99 };
private static readonly int[] RequiredSpArray = { 1500000 };
private static readonly int[] RequiredItemArray = { 9608 };
private static readonly int[] RequiredMoneyArray = { 1500000 };
#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(28);
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) => 2000;
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(112);
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 Skill537Stub() : base(537)
{
cls = 4;
name = "狂·震慑";
nativename = "狂·震慑";
icon = "震慑2";
max_level = 1;
type = 3;
apcost = 0;
arrowcost = 0;
apgain = 20;
attr = 0;
rank = 31;
eventflag = 0;
is_senior = 1;
clslimit = 0;
time_type = 0;
showorder = 1522;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 2;
effect = "2震慑";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
restrict_weapons.Add(9);
restrict_weapons.Add(0);
range = new Range();
range.type = 2;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(156, 10);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill537Stub() { }
public override float GetMpcost(Skill skill) => 140f;
public override int GetExecutetime(Skill skill) => 2000;
public override int GetCoolingtime(Skill skill) => 15000;
public float GetRadius(Skill skill) => 12f;
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 override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.FormatSkillIntroduction(format,
140));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 2000;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (10000);
skill.GetVictim ().SetRatio (0.3f);
skill.GetVictim ().SetDecattack (1);
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (10000);
skill.GetVictim ().SetRatio (0.5f);
skill.GetVictim ().SetSlow (1);
skill.GetVictim ().SetProbability (1.0f * 20);
skill.GetVictim ().SetTime (4000);
skill.GetVictim ().SetDizzy (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => skill.GetPlayer ().GetRange () + 2 + 0.3f * skill.GetLevel ();
public int GetAttackspeed(Skill skill) => 9;
public float GetHitrate(Skill skill) => 1f;
#endif
}
}