Files
test/Assets/PerfectWorld/Scripts/Skills/SkillStubs5/skill2596.cs
T
2026-04-10 16:35:07 +07:00

169 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 Skill2596 : Skill
{
public const int SKILL_ID = 2596;
public Skill2596() : base(SKILL_ID)
{
}
}
#endif
public class Skill2596Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 19, 24, 29, 34, 39, 44, 49, 54, 59, 64 };
private static readonly int[] RequiredSpArray = { 4600, 7392, 10738, 14878, 19926, 25992, 33370, 42240, 53070, 66080 };
private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
private static readonly int[] RequiredMoneyArray = { 440, 680, 1090, 1540, 1990, 2480, 2980, 3480, 3980, 12980 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 201;
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(0.2f *(21 + 7.5f * 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) => 301;
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(0.8f *(21 + 7.5f * skill.GetLevel()));
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 Skill2596Stub() : base(2596)
{
cls = 11;
name = "婵娟勾弦";
nativename = "婵娟勾弦";
icon = "婵娟勾弦";
max_level = 10;
type = 2;
apcost = 30;
arrowcost = 0;
apgain = 0;
attr = 2;
rank = 2;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 1021;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
long_range = 0;
restrict_corpse = 0;
allow_forms = 3;
effect = "";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
restrict_weapons.Add(44879);
restrict_weapons.Add(0);
range = new Range();
range.type = 5;
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill2596Stub() { }
public override float GetMpcost(Skill skill) => (float)(21 + 7.5 * skill.GetLevel());
public override int GetExecutetime(Skill skill) => 301;
public override int GetCoolingtime(Skill skill) => 60000;
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) => 10f;
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(),
21 + 7.5f * skill.GetLevel(),
4 + 0.6f * skill.GetLevel()));
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 (5000 + 600 * skill.GetLevel ());
skill.GetVictim ().SetRatio (0.5f);
skill.GetVictim ().SetSpeedup (1);
skill.GetVictim ().SetTime (5000 + 600 * skill.GetLevel ());
skill.GetVictim ().SetFreemove (1);
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 10f;
public float GetHitrate(Skill skill) => 1.0f;
#endif
}
}