Files
test/Assets/PerfectWorld/Scripts/Skills/skill84.cs
T
2025-12-12 18:06:48 +07:00

171 lines
5.9 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 Skill84 : Skill
{
public const int SKILL_ID = 84;
public Skill84() : base(SKILL_ID)
{
}
}
#endif
public class Skill84Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 39, 43, 47, 51, 55, 59, 63, 67, 71, 75 };
private static readonly int[] RequiredSpArray = { 24600, 32000, 41400, 53200, 68100, 87000, 111000, 142000, 181000, 266000 };
private static readonly int[] RequiredMoneyArray = { 1990, 2380, 2780, 3180, 3580, 3980, 10980, 31980, 91980, 171980 };
#if SKILL_SERVER
public class State1 : 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(0.2f *(157.5f + 18 * 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 *(157.5f + 18 * skill.GetLevel()));
skill.SetPlus(3.1f * skill.GetLevel() * skill.GetLevel() + 187.9f * skill.GetLevel() + 1345.5f);
skill.SetRatio(0.5f + 0.05f * skill.GetLevel());
skill.SetFiredamage(skill.GetMagicattack());
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 Skill84Stub() : base(84)
{
cls = 1;
name = "烈火炽翼";
nativename = "烈火炽翼";
icon = "烈火炽翼.dds";
max_level = 10;
type = 1;
apcost = 0;
arrowcost = 0;
apgain = 15;
attr = 5;
rank = 4;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 1206;
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 = "炎索.sgc";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
restrict_weapons.Add(292);
restrict_weapons.Add(0);
range = new Range();
range.type = 1;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(86, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill84Stub() { }
public float GetMpcost(Skill skill) => (float)(157.5 + 18 * skill.GetLevel());
public int GetExecutetime(Skill skill) => 1000;
public int GetCoolingtime(Skill skill) => 8000;
public float GetRadius(Skill skill) => (float)(3 + 0.2 * skill.GetLevel());
public float GetAttackdistance(Skill skill) => (float)(13 + 0.5 * skill.GetLevel());
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 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(),
157.5 + 18 * skill.GetLevel(),
13 + 0.5 * skill.GetLevel(),
12 + 0.6 * skill.GetLevel(),
50 + 5 * skill.GetLevel(),
3.1 * skill.GetLevel() * skill.GetLevel() + 187.9 * skill.GetLevel() + 1345.5);
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) => true;
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 20f;
public int GetAttackspeed(Skill skill) => 7;
public float GetHitrate(Skill skill) => 1f;
#endif
}
}