166 lines
5.6 KiB
C#
166 lines
5.6 KiB
C#
#define SKILL_CLIENT
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using BrewMonster.Scripts.Skills;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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using static BrewMonster.PET_EVOLVE_CONFIG;
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namespace BrewMonster
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{
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#if SKILL_SERVER
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public class Skill64 : Skill
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{
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public const int SKILL_ID = 64;
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public Skill64() : base(SKILL_ID)
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{
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}
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}
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#endif
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public class Skill64Stub : SkillStub
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{
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private static readonly int[] RequiredLevelArray = { 29, 34, 39, 44, 49, 54, 59, 64, 69, 74 };
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private static readonly int[] RequiredSpArray = { 11800, 17300, 24600, 34200, 47000, 64000, 87000, 118000, 160000, 239000 };
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private static readonly int[] RequiredMoneyArray = { 1090, 1540, 1990, 2480, 2980, 3480, 3980, 12980, 51980, 151980 };
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#if SKILL_SERVER
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public class State1 : SkillStub.State
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{
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public int GetTime(Skill skill) => 200;
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public bool Quit(Skill skill) => false;
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public bool Loop(Skill skill) => false;
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public bool Bypass(Skill skill) => false;
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public void Calculate(Skill skill)
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{
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skill.GetPlayer().SetDecmp(0.2f *(33.6f + 7 * skill.GetLevel()));
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skill.GetPlayer().SetPray(1);
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}
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public bool Interrupt(Skill skill) => false;
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public bool Cancel(Skill skill) => true;
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public bool Skip(Skill skill) => false;
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}
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#endif
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#if SKILL_SERVER
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public class State2 : SkillStub.State
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{
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public int GetTime(Skill skill) => 800;
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public bool Quit(Skill skill) => false;
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public bool Loop(Skill skill) => false;
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public bool Bypass(Skill skill) => false;
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public void Calculate(Skill skill)
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{
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skill.GetPlayer().SetDecmp(0.8f *(33.6f + 7 * skill.GetLevel()));
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skill.SetPlus(5.3f * skill.GetLevel() * skill.GetLevel() + 183.2f * skill.GetLevel() + 758.4f);
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skill.SetRatio(0);
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skill.SetDamage(skill.GetAttack());
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skill.GetPlayer().SetPerform(1);
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}
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public bool Interrupt(Skill skill) => false;
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public bool Cancel(Skill skill) => false;
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public bool Skip(Skill skill) => false;
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}
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#endif
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#if SKILL_SERVER
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public class State3 : SkillStub.State
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{
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public int GetTime(Skill skill) => 0;
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public bool Quit(Skill skill) => false;
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public bool Loop(Skill skill) => false;
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public bool Bypass(Skill skill) => false;
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public void Calculate(Skill skill)
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{
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}
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public bool Interrupt(Skill skill) => false;
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public bool Cancel(Skill skill) => false;
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public bool Skip(Skill skill) => false;
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}
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#endif
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public Skill64Stub() : base(64)
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{
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cls = 0;
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name = "疾风刺";
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nativename = "疾风刺";
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icon = "疾风霹雳.dds";
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max_level = 10;
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type = 1;
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apcost = 100;
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arrowcost = 0;
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apgain = 0;
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attr = 1;
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rank = 3;
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eventflag = 0;
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posdouble = 0;
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clslimit = 0;
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time_type = 0;
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showorder = 1113;
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allow_land = true;
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allow_air = true;
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allow_water = true;
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allow_ride = false;
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auto_attack = true;
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long_range = 0;
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restrict_corpse = 0;
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allow_forms = 1;
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restrict_weapons.Add(5);
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effect = "";
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range = new Range();
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range.type = 0;
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#if SKILL_SERVER
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statestub.Add(new State1());
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statestub.Add(new State2());
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statestub.Add(new State3());
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#endif
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}
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~Skill64Stub() { }
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public float GetMpcost(Skill skill) => (float)(33.6 + 7 * skill.GetLevel());
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public int GetExecutetime(Skill skill) => 800;
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public int GetCoolingtime(Skill skill) => 15000;
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public float GetRadius(Skill skill) => 3.5f;
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public float GetAttackdistance(Skill skill) => (float)(8 + 0.4 * skill.GetLevel());
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public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
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public float GetPraydistance(Skill skill) => (float)(skill.GetPlayer().GetRange());
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public int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
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public int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
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public int GetRequiredMoney(Skill skill) => RequiredMoneyArray[skill.GetLevel() - 1];
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#if SKILL_CLIENT
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public int GetIntroduction(Skill skill, StringBuilder buffer, int length, string format)
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{
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string result = string.Format(format,
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skill.GetLevel(),
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33.6 + 7 * skill.GetLevel(),
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8 + 0.4 * skill.GetLevel(),
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5.3 * skill.GetLevel() * skill.GetLevel() + 183.2 * skill.GetLevel() + 758.4,
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7 * skill.GetLevel() * skill.GetLevel() + 174.4 * skill.GetLevel() + 676.4);
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if (result.Length < length)
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{
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buffer.Append(result);
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return result.Length;
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}
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return 0;
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}
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#endif
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#if SKILL_SERVER
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public int GetEnmity(Skill skill) => 300;
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public bool StateAttack(Skill skill)
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{
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return true;
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}
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public bool TakeEffect(Skill skill) => true;
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public float GetEffectdistance(Skill skill) => 6f;
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public int GetAttackspeed(Skill skill) => 4;
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public float GetHitrate(Skill skill) => 1.2f + 0.05f * skill.GetLevel();
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#endif
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}
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}
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