#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 Skill1663 : Skill { public const int SKILL_ID = 1663; public Skill1663() : base(SKILL_ID) { } } #endif public class Skill1663Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 99 }; private static readonly int[] RequiredSpArray = { 2000000 }; private static readonly int[] RequiredItemArray = { 30934 }; private static readonly int[] RequiredMoneyArray = { 2000000 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 1500; 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 * 1560); skill.GetPlayer().SetPray(1); } public bool Interrupt(Skill skill) => skill.GetRand () < 5; 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) => 1500; 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 * 1560); 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 Skill1663Stub() : base(1663) { cls = 9; name = "狂·灾星降临"; nativename = "狂·灾星降临"; icon = "火神下界魔技能"; max_level = 1; type = 2; apcost = 200; arrowcost = 0; apgain = 0; attr = 3; rank = 31; eventflag = 0; is_senior = 1; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1423; 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 = ""; doenchant = 1; dobless = 1; commoncooldown = 0; commoncooldowntime = 0; restrict_weapons.Add(292); restrict_weapons.Add(0); range = new Range(); range.type = 5; pre_skills = new Dictionary(); pre_skills.Add(1388, 10); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill1663Stub() { } public override float GetMpcost(Skill skill) => 1560f; public override int GetExecutetime(Skill skill) => 1500; public override int GetCoolingtime(Skill skill) => 60000; public float GetRadius(Skill skill) => 0f; public float GetAttackdistance(Skill skill) => 0f; public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0); public override float GetPraydistance(Skill skill) => 20f; 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)); return buffer.Length; } #endif #if SKILL_SERVER public int GetEnmity(Skill skill) => 0; public bool StateAttack(Skill skill) { skill.GetVictim ().SetTime (21000); skill.GetVictim ().SetRatio (10); skill.GetVictim ().SetValue (28861); skill.GetVictim ().SetSummonpet2 (1); return true; } public bool BlessMe(Skill skill) { skill.GetVictim ().SetProbability (1.0f * 25); skill.GetVictim ().SetTime (1000); skill.GetVictim ().SetShowicon (0); skill.GetVictim ().SetAmount (100); skill.GetVictim ().SetValue (0); skill.GetVictim ().SetApgencont2 (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 15 + skill.GetLevel (); public int GetAttackspeed(Skill skill) => 6; public float GetHitrate(Skill skill) => 1f; #endif } }