Files
test/Assets/PerfectWorld/Scripts/Skills/skill1809.cs
T
2025-12-12 18:06:48 +07:00

151 lines
4.8 KiB
C#

#define SKILL_CLIENT
using BrewMonster.Scripts.Skills;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using static BrewMonster.PET_EVOLVE_CONFIG;
namespace BrewMonster
{
#if SKILL_SERVER
public class Skill1809 : Skill
{
public const int SKILL_ID = 1809;
public Skill1809() : base(SKILL_ID)
{
}
}
#endif
public class Skill1809Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 100 };
private static readonly int[] RequiredSpArray = { 3000000 };
private static readonly int[] RequiredItemArray = { 33737 };
private static readonly int[] RequiredMoneyArray = { 3000000 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 1900;
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(121);
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) => 1900;
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(485);
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 Skill1809Stub() : base(1809)
{
cls = 1;
name = "沙之守护";
nativename = "沙之守护";
icon = "沙暴.dds";
max_level = 1;
type = 2;
apcost = 0;
arrowcost = 0;
apgain = 0;
attr = 6;
rank = 8;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 2904;
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_沙暴.sgc";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
restrict_weapons.Add(292);
restrict_weapons.Add(0);
range = new Range();
range.type = 5;
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
}
~Skill1809Stub() { }
public float GetMpcost(Skill skill) => 606f;
public int GetExecutetime(Skill skill) => 1900;
public int GetCoolingtime(Skill skill) => 10000;
public float GetRadius(Skill skill) => 15f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public float GetPraydistance(Skill skill) => 10f;
public int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
public int GetRequiredItem(Skill skill) => RequiredItemArray[skill.GetLevel() - 1];
public 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) => 30f;
public int GetAttackspeed(Skill skill) => 7;
public float GetHitrate(Skill skill) => 1f;
#endif
}
}