Files
test/Assets/PerfectWorld/Scripts/Skills/skill8.cs
T
2025-12-25 16:35:28 +07:00

178 lines
5.5 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 Skill8 : Skill
{
public const int SKILL_ID = 8;
public Skill8() : base(SKILL_ID)
{
}
}
#endif
public class Skill8Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 49, 53, 57, 61, 65, 69, 73, 77, 81, 85 };
private static readonly int[] RequiredSpArray = { 47000, 60200, 76900, 98300, 125000, 160000, 215000, 327000, 484000, 705000 };
private static readonly int[] RequiredMoneyArray = { 2980, 3380, 3780, 6980, 14980, 51980, 131980, 251980, 451980, 771980 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 5200;
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().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)
{
float tmp1 = skill.GetPlayer().GetHp() *(1 - 0.6f * skill.GetCharging() /(5200 - 200 * skill.GetLevel()));
float tmp2 = skill.GetPlayer().GetHp() * 0.6f * skill.GetCharging() /(5200 - 200 * skill.GetLevel());
skill.GetPlayer().SetDecmp(135 + 12 * skill.GetLevel());
skill.GetPlayer().SetHp(tmp1);
skill.SetPlus(2000 + 200 * skill.GetLevel() + tmp2 *(2 + 0.2f * skill.GetLevel()));
skill.SetFiredamage(skill.GetPlus());
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 Skill8Stub() : base(8)
{
cls = 1;
name = "血祭炎爆";
nativename = "血祭炎爆";
icon = "血祭炎爆.dds";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 20;
attr = 5;
rank = 5;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 3;
showorder = 1207;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = false;
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
}
~Skill8Stub() { }
public float GetMpcost(Skill skill) => (float)(135 + 12 * skill.GetLevel());
public int GetExecutetime(Skill skill) => 1000;
public int GetCoolingtime(Skill skill) => 15000;
public float GetRadius(Skill skill) => 12f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public float GetPraydistance(Skill skill) => 6f;
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(),
135 + 12 * skill.GetLevel(),
5.2 - 0.2 * skill.GetLevel(),
2000 + 200 * skill.GetLevel(),
2 + 0.2 * 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 TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 25f;
public int GetAttackspeed(Skill skill) => 5;
public float GetHitrate(Skill skill) => 1f;
#endif
}
}