Files
test/Assets/PerfectWorld/Scripts/Skills/skill91.cs
T
2025-12-12 18:06:48 +07:00

166 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 Skill91 : Skill
{
public const int SKILL_ID = 91;
public Skill91() : base(SKILL_ID)
{
}
}
#endif
public class Skill91Stub : SkillStub
{
private static readonly int[] RequiredLevelArray = { 39, 43, 47, 51, 55, 59, 63, 67, 71, 75 };
private static readonly int[] RequiredSpArray = { 6150, 8000, 10350, 13300, 17025, 21750, 27750, 35500, 45250, 66500 };
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) => 800;
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 *(200 + 25 * 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 *(200 + 25 * skill.GetLevel()));
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 Skill91Stub() : base(91)
{
cls = 1;
name = "霜刃";
nativename = "霜刃";
icon = "霜刃.dds";
max_level = 10;
type = 2;
apcost = 0;
arrowcost = 0;
apgain = 10;
attr = 4;
rank = 4;
eventflag = 0;
posdouble = 0;
clslimit = 0;
time_type = 0;
showorder = 1214;
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 = "霜刃.sgc";
doenchant = 1;
dobless = 0;
commoncooldown = 0;
commoncooldowntime = 0;
restrict_weapons.Add(0);
restrict_weapons.Add(292);
range = new Range();
range.type = 0;
pre_skills = new Dictionary<uint, int>();
pre_skills.Add(90, 1);
#if SKILL_SERVER
statestub.Add(new State1());
statestub.Add(new State2());
statestub.Add(new State3());
#endif
}
~Skill91Stub() { }
public float GetMpcost(Skill skill) => (float)(200 + 25 * skill.GetLevel());
public int GetExecutetime(Skill skill) => 1000;
public int GetCoolingtime(Skill skill) => 3000;
public float GetRadius(Skill skill) => 0f;
public float GetAttackdistance(Skill skill) => 0f;
public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
public float GetPraydistance(Skill skill) => (float)(19.5 + 0.9 * skill.GetLevel());
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(),
19.5 + 0.9 * skill.GetLevel(),
200 + 25 * skill.GetLevel(),
10 + 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 StateAttack(Skill skill) => true;
public bool TakeEffect(Skill skill) => true;
public float GetEffectdistance(Skill skill) => 25 + skill.GetLevel();
public int GetAttackspeed(Skill skill) => 8;
public float GetHitrate(Skill skill) => 1f;
#endif
}
}