Files
test/Assets/PerfectWorld/Scripts/Skills/skill898.cs
T
2025-12-12 18:06:48 +07:00

173 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 Skill898 : Skill
{
public const int SKILL_ID = 898;
public Skill898() : base(SKILL_ID)
{
}
}
#endif
public class Skill898Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 79 };
private static readonly int[] RequiredSpArray = { 1000000 };
private static readonly int[] RequiredItemArray = { 19771 };
private static readonly int[] RequiredMoneyArray = { 0 };
#if SKILL_SERVER
public class State1 : SkillStub.State
{
public int GetTime(Skill skill) => 200;
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(20);
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) => 1700;
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(180);
skill.SetPlus(5135);
skill.SetRatio(1);
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 Skill898Stub() : base(898)
{
cls = 0;
name = "断空";
nativename = "断空";
icon = "剑啸长空.dds";
max_level = 1;
type = 1;
apcost = 15;
arrowcost = 0;
apgain = 0;
attr = 7;
rank = 8;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 2153;
allow_land = true;
allow_air = true;
allow_water = true;
allow_ride = false;
auto_attack = true;
long_range = 0;
restrict_corpse = 0;
allow_forms = 1;
effect = "无影.sgc";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
restrict_weapons.Add(1);
restrict_weapons.Add(0);
restrict_weapons.Add(5);
restrict_weapons.Add(9);
restrict_weapons.Add(13);
restrict_weapons.Add(182);
restrict_weapons.Add(291);
restrict_weapons.Add(292);
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(0, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill898Stub() { }
public float GetMpcost(Skill skill) => 200f;
public int GetExecutetime(Skill skill) => 1700;
public int GetCoolingtime(Skill skill) => 30000;
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) => 18f;
public int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1];
public int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1];
public int GetRequiredItem(Skill skill) => RequiredItemArray[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, 200);
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) => 25f;
public int GetAttackspeed(Skill skill) => 22;
public float GetHitrate(Skill skill) => 5f;
#endif
}
}