#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 Skill1384 : Skill { public const int SKILL_ID = 1384; public Skill1384() : base(SKILL_ID) { } } #endif public class Skill1384Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 59, 62, 65, 68, 71, 74, 77, 80, 83, 86 }; private static readonly int[] RequiredSpArray = { 87000, 104000, 125000, 151000, 181000, 239000, 327000, 440000, 586000, 773000 }; private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; private static readonly int[] RequiredMoneyArray = { 3980, 8980, 14980, 41980, 91980, 151980, 251980, 371980, 611980, 851980 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 2000; 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 *(588 + 31.5f * 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) => 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 *(588 + 31.5f * 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 Skill1384Stub() : base(1384) { cls = 9; name = "满地枝"; nativename = "满地枝"; icon = "满地枝"; max_level = 10; type = 3; apcost = 200; arrowcost = 0; apgain = 0; attr = 3; rank = 6; eventflag = 0; 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 = 0; pre_skills = new Dictionary(); pre_skills.Add(1378, 1); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill1384Stub() { } public override float GetMpcost(Skill skill) => (float)(588 + 31.5 * skill.GetLevel()); public override int GetExecutetime(Skill skill) => 1500; public override int GetCoolingtime(Skill skill) => 30000; 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) => (float)(17.5 + 0.9 * 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(), 17.5f + 0.9f * skill.GetLevel(), 588 + 31.5f * skill.GetLevel(), 5 * skill.GetLevel() * skill.GetLevel() + 250 * skill.GetLevel() + 3500)); return buffer.Length; } #endif #if SKILL_SERVER public int GetEnmity(Skill skill) => 6; public bool StateAttack(Skill skill) { skill.GetVictim ().SetProbability (1.0f * 100); skill.GetVictim ().SetTime (1000); skill.GetVictim ().SetAmount (1); skill.GetVictim ().SetToxic (1); skill.GetVictim ().SetProbability (1.0f * 100); skill.GetVictim ().SetTime (10000); skill.GetVictim ().SetFix (1); return true; } public bool BlessMe(Skill skill) { skill.GetVictim ().SetTime (19000); skill.GetVictim ().SetRatio (skill.GetLevel ()); skill.GetVictim ().SetAmount (4); skill.GetVictim ().SetValue (28927); skill.GetVictim ().SetSummonplantpet (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 25 + skill.GetLevel (); public int GetAttackspeed(Skill skill) => 6; public float GetHitrate(Skill skill) => 1f; #endif } }