#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 Skill1850 : Skill { public const int SKILL_ID = 1850; public Skill1850() : base(SKILL_ID) { } } #endif public class Skill1850Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 100 }; private static readonly int[] RequiredSpArray = { 5000000 }; private static readonly int[] RequiredItemArray = { 33734 }; private static readonly int[] RequiredMoneyArray = { 5000000 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 1450; 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(82); 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) => 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(200); 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 Skill1850Stub() : base(1850) { cls = 8; name = "梵心·剑鸣渊"; nativename = "梵心·剑鸣渊"; icon = "乱舞剑咒"; max_level = 1; type = 2; apcost = 100; arrowcost = 0; apgain = 0; attr = 1; rank = 8; eventflag = 0; is_senior = 1; posdouble = 0; clslimit = 0; time_type = 0; showorder = 2906; 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(1); range = new Range(); range.type = 5; pre_skills = new Dictionary(); pre_skills.Add(1870, 1); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill1850Stub() { } public override float GetMpcost(Skill skill) => 282f; public override int GetExecutetime(Skill skill) => 1500; public override int GetCoolingtime(Skill skill) => 180000; public float GetRadius(Skill skill) => 15f; public float GetAttackdistance(Skill skill) => 0f; public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0); public override float GetPraydistance(Skill skill) => 5f; 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, 282)); return buffer.Length; } #endif #if SKILL_SERVER public int GetEnmity(Skill skill) => 100; public bool StateAttack(Skill skill) { skill.GetVictim ().SetTime (60000); skill.GetVictim ().SetRatio (6 + skill.GetT0 ()); skill.GetVictim ().SetValue (33674); skill.GetVictim ().SetSummonpet2 (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 30f; public int GetAttackspeed(Skill skill) => 7; public float GetHitrate(Skill skill) => 6f; public float GetTalent0(PlayerWrapper player) => (player.GetSoulpower () - player.GetLevel () * player.GetLevel () - 50 * player.GetLevel ()) > 40000 ? 4 : (player.GetSoulpower () - player.GetLevel () * player.GetLevel () - 50 * player.GetLevel ()) / 10000; #endif } }