Files
test/Assets/PerfectWorld/Scripts/Skills/skill57.cs
T
2025-12-12 18:06:48 +07:00

166 lines
5.6 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 Skill57 : Skill
{
public const int SKILL_ID = 57;
public Skill57() : base(SKILL_ID)
{
}
}
#endif
public class Skill57Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 26, 31, 36, 41, 46, 51, 56, 61, 66, 71 };
private static readonly int[] RequiredSpArray = { 9200, 13900, 20000, 28100, 38900, 53200, 72400, 98300, 133000, 181000 };
private static readonly int[] RequiredMoneyArray = { 820, 1270, 1720, 2180, 2680, 3180, 3680, 6980, 22980, 91980 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 300;
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 *(29.4f + 7 * 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) => 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(0.8f *(29.4f + 7 * skill.GetLevel()));
skill.SetPlus(2.7f * skill.GetLevel() * skill.GetLevel() + 115.4f * skill.GetLevel() + 474.1f);
skill.SetRatio(0);
skill.SetDamage(skill.GetAttack());
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 Skill57Stub() : base(57)
{
cls = 0;
name = "断岩斩";
nativename = "断岩斩";
icon = "断岩斩.dds";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 5;
attr = 1;
rank = 2;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 1106;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = true;
long_range = 0;
restrict_corpse = 0;
allow_forms = 1;
restrict_weapons.Add(0);
effect = "";
range = new Range();
range.type = 0;
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill57Stub() { }
public float GetMpcost(Skill skill) => (float)(29.4 + 7 * skill.GetLevel());
public int GetExecutetime(Skill skill) => 1000;
public int GetCoolingtime(Skill skill) => 3000;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => (float)(skill.GetPlayer().GetRange() + 3 + 0.3 * skill.GetLevel());
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public float GetPraydistance(Skill skill) => (float)(skill.GetPlayer().GetRange());
public int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
public int GetRequiredMoney(Skill skill) => RequiredMoneyArray[skill.GetLevel() - 1];
#if SKILL_CLIENT
public int GetIntroduction(Skill skill, StringBuilder buffer, int length, string format)
{
string result = string.Format(format,
skill.GetLevel(),
29.4 + 7 * skill.GetLevel(),
2.7 * skill.GetLevel() * skill.GetLevel() + 115.4 * skill.GetLevel() + 474.1,
75 + 2 * skill.GetLevel(),
40 + 2 * skill.GetLevel());
if (result.Length < length)
{
buffer.Append(result);
return result.Length;
}
return 0;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 0;
public bool StateAttack(Skill skill)
{
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 14.9f;
public int GetAttackspeed(Skill skill) => 6;
public float GetHitrate(Skill skill) => 1.5f + 0.1f * skill.GetLevel();
#endif
}
}