#define SKILL_CLIENT using BrewMonster.Scripts.Skills; using CSNetwork.GPDataType; using System.Collections.Generic; using System.Text; using UnityEngine; using static BrewMonster.PET_EVOLVE_CONFIG; namespace BrewMonster { #if SKILL_SERVER public class Skill156 : Skill { public const int SKILL_ID = 156; public Skill156() : base(SKILL_ID) { } } #endif public class Skill156Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 44, 48, 52, 56, 60, 64, 68, 72, 76, 80 }; private static readonly int[] RequiredSpArray = { 34200, 44100, 56600, 72400, 92400, 118000, 151000, 192000, 295000, 440000 }; private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; private static readonly int[] RequiredMoneyArray = { 2480, 2880, 3280, 3680, 4980, 12980, 41980, 111980, 211980, 371980 }; #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 *(56 + 5.6f * 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) => 2000; 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 *(56 + 5.6f * 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 Skill156Stub() : base(156) { cls = 4; name = "震慑"; nativename = "震慑"; icon = "震慑"; max_level = 10; type = 3; apcost = 0; arrowcost = 0; apgain = 20; attr = 0; rank = 4; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1522; allow_land = true; allow_air = true; allow_water = true; allow_ride = false; auto_attack = false; long_range = 0; restrict_corpse = 0; allow_forms = 2; effect = "震慑"; doenchant = 1; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; restrict_weapons.Add(9); restrict_weapons.Add(0); range = new Range(); range.type = 2; pre_skills = new Dictionary(); pre_skills.Add(185, 1); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill156Stub() { } public override float GetMpcost(Skill skill) => (float)(56 + 5.6 * skill.GetLevel()); public override int GetExecutetime(Skill skill) => 2000; public override 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 override float GetPraydistance(Skill skill) => (float)(skill.GetPlayer().GetRange()); public override int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1]; public override int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1]; public override int GetRequiredItem(Skill skill) => RequiredItemArray[skill.GetLevel() - 1]; public override int GetRequiredMoney(Skill skill) => RequiredMoneyArray[skill.GetLevel() - 1]; #if SKILL_CLIENT public override int GetIntroduction(Skill skill, StringBuilder buffer, string format) { buffer.Append(GPDataTypeHelper.FormatSkillIntroduction(format, skill.GetLevel(), 56 + 5.6f * skill.GetLevel(), 10 + 2 * skill.GetLevel(), 20 + 3 * skill.GetLevel())); return buffer.Length; } #endif #if SKILL_SERVER public int GetEnmity(Skill skill) => 200 * skill.GetLevel (); public bool StateAttack(Skill skill) { skill.GetVictim ().SetProbability (1.0f * 100); skill.GetVictim ().SetTime (10000); skill.GetVictim ().SetRatio (0.1f + 0.02f * skill.GetLevel ()); skill.GetVictim ().SetDecattack (1); skill.GetVictim ().SetProbability (1.0f * 100); skill.GetVictim ().SetTime (10000); skill.GetVictim ().SetRatio (0.2f + 0.03f * skill.GetLevel ()); skill.GetVictim ().SetSlow (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => skill.GetPlayer ().GetRange () + 2 + 0.3f * skill.GetLevel (); public int GetAttackspeed(Skill skill) => 9; public float GetHitrate(Skill skill) => 1f; #endif } }