#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 Skill232 : Skill { public const int SKILL_ID = 232; public Skill232() : base(SKILL_ID) { } } #endif public class Skill232Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 29, 0 }; private static readonly int[] RequiredSpArray = { 18, 0 }; private static readonly int[] RequiredItemArray = { 0, 0 }; private static readonly int[] RequiredMoneyArray = { 23, 0 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 200; 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().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) => 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().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 Skill232Stub() : base(232) { cls = 7; name = "真元爆发"; nativename = "真元爆发"; icon = "爆气1"; max_level = 1; type = 2; apcost = 100; arrowcost = 0; apgain = 0; attr = 1; rank = 3; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 0; showorder = 2221; allow_land = true; allow_air = true; allow_water = true; allow_ride = false; auto_attack = false; long_range = 0; restrict_corpse = 0; allow_forms = 3; effect = ""; doenchant = 1; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; restrict_weapons.Add(1); restrict_weapons.Add(5); restrict_weapons.Add(9); restrict_weapons.Add(13); restrict_weapons.Add(182); restrict_weapons.Add(291); restrict_weapons.Add(292); restrict_weapons.Add(0); range = new Range(); range.type = 5; pre_skills = new Dictionary(); pre_skills.Add(0, 1); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill232Stub() { } public override float GetMpcost(Skill skill) => 0f; public override int GetExecutetime(Skill skill) => 1000; public override int GetCoolingtime(Skill skill) => 5000; 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)); 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 (1000); skill.GetVictim ().SetShowicon (1); skill.GetVictim ().SetInvincible (1); skill.GetVictim ().SetTime (11000); skill.GetVictim ().SetPowerup (1); skill.GetVictim ().SetProbability (1.0f * 100); skill.GetVictim ().SetTime (11000); skill.GetVictim ().SetRatio (2); skill.GetVictim ().SetIncmagic (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 8.5f; public float GetHitrate(Skill skill) => 1.0f; #endif } }