#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 Skill1386 : Skill { public const int SKILL_ID = 1386; public Skill1386() : base(SKILL_ID) { } } #endif public class Skill1386Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 23, 28, 33, 38, 43, 48, 53, 58, 63, 68 }; private static readonly int[] RequiredSpArray = { 1000, 2400, 4600, 7700, 11800, 17300, 24600, 34200, 47000, 64000 }; private static readonly int[] RequiredItemArray = { 30049, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; private static readonly int[] RequiredMoneyArray = { 630, 1000, 1450, 1900, 2380, 2880, 3380, 3880, 10980, 41980 }; #if SKILL_SERVER public class State1 : 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(0.2f *(315 + 87.5f * 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 *(315 + 87.5f * 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 Skill1386Stub() : base(1386) { cls = 9; name = "魔神现世"; nativename = "魔神现世"; icon = "金光电母"; max_level = 10; type = 2; apcost = 0; arrowcost = 0; apgain = 15; attr = 3; rank = 2; 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 = 0; commoncooldown = 0; commoncooldowntime = 0; restrict_weapons.Add(292); restrict_weapons.Add(0); range = new Range(); range.type = 5; pre_skills = new Dictionary(); pre_skills.Add(1385, 1); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill1386Stub() { } public override float GetMpcost(Skill skill) => (float)(315 + 87.5 * skill.GetLevel()); public override int GetExecutetime(Skill skill) => 1500; public override int GetCoolingtime(Skill skill) => 8000; 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)(10 + 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(), 315 + 87.5f * skill.GetLevel(), 20 + 3 * skill.GetLevel(), 50 + 10 * skill.GetLevel())); return buffer.Length; } #endif #if SKILL_SERVER public int GetEnmity(Skill skill) => 0; public bool StateAttack(Skill skill) { skill.GetVictim ().SetTime (0); skill.GetVictim ().SetRatio (skill.GetLevel ()); skill.GetVictim ().SetValue (28859); skill.GetVictim ().SetSummonpet2 (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 15 + skill.GetLevel (); public int GetAttackspeed(Skill skill) => 6; public float GetHitrate(Skill skill) => 1f; #endif } }