#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 Skill96 : Skill { public const int SKILL_ID = 96; public Skill96() : base(SKILL_ID) { } } #endif public class Skill96Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 9, 14, 19, 24, 29, 34, 39, 44, 49, 54 }; private static readonly int[] RequiredSpArray = { 800, 1920, 3680, 6160, 9440, 13840, 19680, 27360, 37600, 51200 }; private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; private static readonly int[] RequiredMoneyArray = { 110, 250, 440, 680, 1090, 1540, 1990, 2480, 2980, 3480 }; #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 *(12 + 15 * skill.GetLevel())); skill.GetPlayer().SetPray(1); } public bool Interrupt(Skill skill) => skill.GetRand () < 25 - 2 * skill.GetLevel (); 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) => 1200; 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 *(12 + 15 * 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 Skill96Stub() : base(96) { cls = 1; name = "烈焰护甲"; nativename = "烈焰护甲"; icon = "烈焰护甲"; max_level = 10; type = 2; apcost = 30; arrowcost = 0; apgain = 0; attr = 0; rank = 1; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1202; 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 = 0; commoncooldown = 0; commoncooldowntime = 0; restrict_weapons.Add(0); restrict_weapons.Add(292); range = new Range(); range.type = 5; pre_skills = new Dictionary(); pre_skills.Add(81, 1); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill96Stub() { } public override float GetMpcost(Skill skill) => (float)(12 + 15 * skill.GetLevel()); public override int GetExecutetime(Skill skill) => 1200; public override 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 override float GetPraydistance(Skill skill) => 0f; 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(), 12 + 15 * skill.GetLevel(), 10 * skill.GetLevel(), skill.GetLevel())); return buffer.Length; } #endif #if SKILL_SERVER public int GetEnmity(Skill skill) => 0; public bool StateAttack(Skill skill) { skill.GetVictim ().SetProbability (1.0f * 100); skill.GetVictim ().SetTime (900000); skill.GetVictim ().SetRatio (0.1f * skill.GetLevel ()); skill.GetVictim ().SetAmount (2 * skill.GetLevel ()); skill.GetVictim ().SetFireshield (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 20f; public int GetAttackspeed(Skill skill) => 7; public float GetHitrate(Skill skill) => 1.0f; #endif } }