Files
test/Assets/PerfectWorld/Scripts/Skills/SkillStubs5/skill2568.cs
T
2026-04-10 16:35:07 +07:00

222 lines
7.9 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 Skill2568 : Skill
{
public const int SKILL_ID = 2568;
public Skill2568() : base(SKILL_ID)
{
}
}
#endif
public class Skill2568Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 49, 53, 57, 61, 65, 69, 73, 77, 81, 85 };
private static readonly int[] RequiredSpArray = { 33370, 40334, 48447, 57997, 68750, 81600, 113950, 186390, 295240, 458250 };
private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
private static readonly int[] RequiredMoneyArray = { 2980, 3380, 3780, 6980, 14980, 51980, 131980, 251980, 451980, 771980 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 67;
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(87.75f + 7.8f * skill.GetLevel());
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) => 50;
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) => 601;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetSection(1);
skill.SetPlus(5.6f * skill.GetLevel() * skill.GetLevel() + 234.2f * skill.GetLevel() + 1924.8f);
skill.SetRatio(0.3f + 0.03f * skill.GetLevel());
skill.SetDamage(0.4f * skill.GetAttack());
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) => 868;
public bool Quit(Skill skill) => false;
public bool Loop(Skill skill) => false;
public bool Bypass(Skill skill) => false;
public void Calculate(Skill skill)
{
skill.SetSection(2);
skill.SetPlus(5.6f * skill.GetLevel() * skill.GetLevel() + 234.2f * skill.GetLevel() + 1924.8f);
skill.SetRatio(0.3f + 0.03f * skill.GetLevel());
skill.SetDamage(0.6f * skill.GetAttack());
skill.GetPlayer().SetPerform(0);
}
public bool Interrupt(Skill skill) => false;
public bool Cancel(Skill skill) => false;
public bool Skip(Skill skill) => false;
}
#endif
#if SKILL_SERVER
public class State5 : 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 Skill2568Stub() : base(2568)
{
cls = 10;
name = "苍鸟";
nativename = "苍鸟";
icon = "苍鸟";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 15;
attr = 7;
rank = 5;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 1015;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = true;
long_range = 0;
restrict_corpse = 0;
allow_forms = 3;
combosk_preskill = 2563;
combosk_interval = 6000;
effect = "";
doenchant = 1;
dobless = 1;
commoncooldown = 0;
commoncooldowntime = 0;
restrict_weapons.Add(44878);
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(2563, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
statestub.Add(new State4());
statestub.Add(new State5());
#endif
}
~Skill2568Stub() { }
public override float GetMpcost(Skill skill) => (float)(87.75 + 7.8 * skill.GetLevel());
public override int GetExecutetime(Skill skill) => -1;
public override int GetCoolingtime(Skill skill) => 30000;
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 override int GetIntroduction(Skill skill, StringBuilder buffer, string format)
{
buffer.Append(GPDataTypeHelper.FormatSkillIntroduction(format,
skill.GetLevel(),
87.75f + 7.8f * skill.GetLevel(),
30 + 3 * skill.GetLevel(),
5.6f * skill.GetLevel() * skill.GetLevel() + 234.2f * skill.GetLevel() + 1924.8f));
return buffer.Length;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (3000);
skill.GetVictim ().SetValue (2);
skill.GetVictim ().SetPalsy (1);
return true;
}
public bool BlessMe(Skill skill)
{
skill.GetVictim ().SetProbability (1.0f * 100);
skill.GetVictim ().SetTime (1469);
skill.GetVictim ().SetShowicon (0);
skill.GetVictim ().SetInvincible (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => skill.GetPlayer ().GetRange () + 1.7f * 5.5f;
public float GetHitrate(Skill skill) => 2.3f + 0.05f * skill.GetLevel ();
#endif
}
}