#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 Skill2590 : Skill { public const int SKILL_ID = 2590; public Skill2590() : base(SKILL_ID) { } } #endif public class Skill2590Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 60, 63, 66, 69, 72, 75, 78, 81, 84, 87 }; private static readonly int[] RequiredSpArray = { 55440, 63270, 71820, 81600, 99840, 146300, 209380, 295240, 411520, 567490 }; private static readonly int[] RequiredItemArray = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; private static readonly int[] RequiredMoneyArray = { 4980, 10980, 22980, 51980, 111980, 171980, 291980, 451980, 691980, 931980 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 1001; 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 *(205.2f + 10.8f * skill.GetLevel())); 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) => 6001; 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 *(205.2f + 10.8f * 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 Skill2590Stub() : base(2590) { cls = 11; name = "月神之体"; nativename = "月神之体"; icon = "月神之体"; max_level = 10; type = 2; apcost = 0; arrowcost = 0; apgain = 30; attr = 4; rank = 6; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1023; 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(44879); restrict_weapons.Add(0); range = new Range(); range.type = 5; pre_skills = new Dictionary(); pre_skills.Add(2586, 1); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill2590Stub() { } public override float GetMpcost(Skill skill) => (float)(205.2 + 10.8 * skill.GetLevel()); public override int GetExecutetime(Skill skill) => 6001; public override int GetCoolingtime(Skill skill) => 300000 - 12000 * skill.GetLevel(); 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) => 10f; 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(), 205.2f + 10.8f * skill.GetLevel(), 300 - 12.0f * skill.GetLevel(), 40 + 3 * skill.GetLevel())); return buffer.Length; } #endif #if SKILL_SERVER public int GetEnmity(Skill skill) => 0; public bool StateAttack(Skill skill) { skill.GetVictim ().SetTime (6000); skill.GetVictim ().SetRatio (0.4f + 0.03f * skill.GetLevel ()); skill.GetVictim ().SetValue (1); skill.GetVictim ().SetMoongod (1); skill.GetVictim ().SetProbability (1.0f * 8); skill.GetVictim ().SetTime (6000); skill.GetVictim ().SetRatio (1); skill.GetVictim ().SetAmount (2); skill.GetVictim ().SetValue (2626); skill.GetVictim ().SetAurabless2 (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 10f; public float GetHitrate(Skill skill) => 1.0f; #endif } }