#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 Skill1095 : Skill { public const int SKILL_ID = 1095; public Skill1095() : base(SKILL_ID) { } } #endif public class Skill1095Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 29, 34, 39, 44, 49, 54, 59, 64, 69, 74 }; private static readonly int[] RequiredSpArray = { 11800, 17300, 24600, 34200, 47000, 64000, 87000, 118000, 160000, 239000 }; private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; private static readonly int[] RequiredMoneyArray = { 1090, 1540, 1990, 2480, 2980, 3480, 3980, 12980, 51980, 151980 }; #if SKILL_SERVER public class State1 : 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) { skill.GetPlayer().SetDecmp(0.2f *(35 + 5 * skill.GetLevel())); skill.GetPlayer().SetPray(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 State2 : SkillStub.State { public int GetTime(Skill skill) => 50; 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 *(35 + 5 * 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 Skill1095Stub() : base(1095) { cls = 5; name = "如影随形"; nativename = "如影随形"; icon = "瞬移"; max_level = 10; type = 8; apcost = 20; arrowcost = 0; apgain = 0; attr = 1; rank = 3; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1614; 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 = 0; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; restrict_weapons.Add(23749); range = new Range(); range.type = 0; pre_skills = new Dictionary(); pre_skills.Add(1124, 1); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill1095Stub() { } public override float GetMpcost(Skill skill) => (float)(35 + 5 * skill.GetLevel()); public override int GetExecutetime(Skill skill) => 50; public override int GetCoolingtime(Skill skill) => 30000 - 1500 * skill.GetLevel(); public float GetRadius(Skill skill) => (float)(15 + 1.5 * skill.GetLevel()); public float GetAttackdistance(Skill skill) => 0f; public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0); public override float GetPraydistance(Skill skill) => (float)(15 + 1.5 * skill.GetLevel()); 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(), 15 + 1.5f * skill.GetLevel(), 35 + 5 * skill.GetLevel(), 30 - 1.5f * skill.GetLevel())); return buffer.Length; } #endif #if SKILL_SERVER public int GetEnmity(Skill skill) => 0; public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 15 + 1.5f * skill.GetLevel (); public float GetHitrate(Skill skill) => 1.0f; #endif } }