166 lines
5.5 KiB
C#
166 lines
5.5 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 Skill91 : Skill
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{
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public const int SKILL_ID = 91;
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public Skill91() : 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 Skill91Stub : SkillStub
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{
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private static readonly int[] RequiredLevelArray = { 39, 43, 47, 51, 55, 59, 63, 67, 71, 75 };
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private static readonly int[] RequiredSpArray = { 6150, 8000, 10350, 13300, 17025, 21750, 27750, 35500, 45250, 66500 };
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private static readonly int[] RequiredMoneyArray = { 1990, 2380, 2780, 3180, 3580, 3980, 10980, 31980, 91980, 171980 };
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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) => 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(0.2f *(200 + 25 * 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) => 1000;
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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 *(200 + 25 * skill.GetLevel()));
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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 Skill91Stub() : base(91)
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{
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cls = 1;
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name = "霜刃";
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nativename = "霜刃";
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icon = "霜刃.dds";
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max_level = 10;
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type = 2;
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apcost = 0;
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arrowcost = 0;
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apgain = 10;
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attr = 4;
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rank = 4;
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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 = 1214;
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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 = false;
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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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effect = "霜刃.sgc";
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doenchant = 1;
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dobless = 0;
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commoncooldown = 0;
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commoncooldowntime = 0;
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restrict_weapons.Add(0);
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restrict_weapons.Add(292);
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range = new Range();
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range.type = 0;
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pre_skills = new Dictionary<uint, int>();
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pre_skills.Add(90, 1);
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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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~Skill91Stub() { }
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public float GetMpcost(Skill skill) => (float)(200 + 25 * skill.GetLevel());
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public int GetExecutetime(Skill skill) => 1000;
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public int GetCoolingtime(Skill skill) => 3000;
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public float GetRadius(Skill skill) => 0f;
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public float GetAttackdistance(Skill skill) => 0f;
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public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0);
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public float GetPraydistance(Skill skill) => (float)(19.5 + 0.9 * skill.GetLevel());
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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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19.5 + 0.9 * skill.GetLevel(),
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200 + 25 * skill.GetLevel(),
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10 + 2 * skill.GetLevel());
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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) => 0;
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public bool StateAttack(Skill skill) => true;
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public bool TakeEffect(Skill skill) => true;
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public float GetEffectdistance(Skill skill) => 25 + skill.GetLevel();
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public int GetAttackspeed(Skill skill) => 8;
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public float GetHitrate(Skill skill) => 1f;
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#endif
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}
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}
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