Files
test/Assets/PerfectWorld/Scripts/Skills/skill63.cs
T
2025-12-12 18:06:48 +07:00

167 lines
5.7 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 Skill63 : Skill
{
public const int SKILL_ID = 63;
public Skill63() : base(SKILL_ID)
{
}
}
#endif
public class Skill63Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 59, 62, 65, 68, 71, 74, 77, 80, 83, 86 };
private static readonly int[] RequiredSpArray = { 87000, 104000, 125000, 151000, 181000, 239000, 327000, 440000, 586000, 773000 };
private static readonly int[] RequiredMoneyArray = { 3980, 8980, 14980, 41980, 91980, 151980, 251980, 371980, 611980, 851980 };
#if SKILL_SERVER
public class State1 : 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(0.2f *(156.8f + 8.4f * 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 *(156.8f + 8.4f * skill.GetLevel()));
skill.SetPlus(3.8f * skill.GetLevel() * skill.GetLevel() + 237.8f * skill.GetLevel() + 3123.7f);
skill.SetRatio(0.5f + 0.05f * skill.GetLevel());
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 Skill63Stub() : base(63)
{
cls = 0;
name = "云龙九现";
nativename = "云龙九现";
icon = "云龙九现.dds";
max_level = 10;
type = 1;
apcost = 200;
arrowcost = 0;
apgain = 0;
attr = 1;
rank = 6;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 1112;
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(182);
effect = "";
range = new Range();
range.type = 0;
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill63Stub() { }
public float GetMpcost(Skill skill) => (float)(156.8 + 8.4 * skill.GetLevel());
public int GetExecutetime(Skill skill) => 1000;
public int GetCoolingtime(Skill skill) => 30000;
public float GetRadius(Skill skill) => 4f;
public float GetAttackdistance(Skill skill) => (float)(8 + 0.4 * 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(),
156.8 + 8.4 * skill.GetLevel(),
8 + 0.4 * skill.GetLevel(),
50 + 5 * skill.GetLevel(),
3.8 * skill.GetLevel() * skill.GetLevel() + 237.8 * skill.GetLevel() + 3123.7,
30 + 5 * skill.GetLevel());
if (result.Length < length)
{
buffer.Append(result);
return result.Length;
}
return 0;
}
#endif
#if SKILL_SERVER
public int GetEnmity(Skill skill) => 1000;
public bool BlessMe(Skill skill)
{
return true;
}
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 20f;
public int GetAttackspeed(Skill skill) => 11;
public float GetHitrate(Skill skill) => 3 + 0.2f * skill.GetLevel();
#endif
}
}