Files
test/Assets/PerfectWorld/Scripts/Skills/SkillStubs1/skill1873.cs
T
2026-02-10 19:28:15 +07:00

157 lines
5.3 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 Skill1873 : Skill
{
public const int SKILL_ID = 1873;
public Skill1873() : base(SKILL_ID)
{
}
}
#endif
public class Skill1873Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 80 };
private static readonly int[] RequiredSpArray = { 250000 };
private static readonly int[] RequiredItemArray = { 33743 };
private static readonly int[] RequiredMoneyArray = { 250000 };
#if SKILL_SERVER
public class State1 : 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().SetDecmp(132);
skill.GetPlayer().SetPray(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 State2 : SkillStub.State
{
public int GetTime(Skill skill) => 600;
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(300);
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 Skill1873Stub() : base(1873)
{
cls = 1;
name = "逆空诀";
nativename = "逆空诀";
icon = "静谧之术";
max_level = 1;
type = 3;
apcost = 50;
arrowcost = 0;
apgain = 0;
attr = 5;
rank = 8;
eventflag = 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 = "法师_静谧之术";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
m_szFlyGfxPath = "策划联入/人物技能/飞行/法师_静谧之术_飞行.gfx";
m_szHitGrndGfxPath = string.Empty;
m_szHitGfxPath = "策划联入/人物技能/击中/静谧之术_击中.gfx";
restrict_weapons.Add(292);
restrict_weapons.Add(0);
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill1873Stub() { }
public override float GetMpcost(Skill skill) => 432f;
public override int GetExecutetime(Skill skill) => 600;
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) => 30f;
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_SERVER
public int GetEnmity(Skill skill) => 100;
public bool StateAttack(Skill skill) => true;
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 38f;
public int GetAttackspeed(Skill skill) => 0;
public float GetHitrate(Skill skill) => 1f;
public float GetTalent0(Skill skill) => player.GetSoulpower (;
public float GetTalent1(Skill skill) => player.GetLevel (;
#endif
}
}