#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 Skill2627 : Skill { public const int SKILL_ID = 2627; public Skill2627() : base(SKILL_ID) { } } #endif public class Skill2627Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 89 }; private static readonly int[] RequiredSpArray = { 1000000 }; private static readonly int[] RequiredItemArray = { 46390 }; private static readonly int[] RequiredMoneyArray = { 1000000 }; #if SKILL_SERVER public class State1 : 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().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) => 50; 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(2); } 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) => 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.SetSection(skill.GetSection() + 1); skill.GetPlayer().SetDecmp(320); skill.GetPlayer().SetCombat(1); skill.GetPlayer().SetPerform(0); } public bool Interrupt(Skill skill) => false; public bool Cancel(Skill skill) => true; public bool Skip(Skill skill) => false; } #endif #if SKILL_SERVER public class State4 : 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 Skill2627Stub() : base(2627) { cls = 11; name = "祭月礼"; nativename = "祭月礼"; icon = "祭月礼"; max_level = 1; type = 2; apcost = 100; arrowcost = 0; apgain = 0; attr = 1; rank = 8; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 2; showorder = 0; allow_land = true; allow_air = true; allow_water = true; allow_ride = false; auto_attack = false; long_range = 0; restrict_corpse = 0; allow_forms = 3; is_movingcast = true; effect = ""; doenchant = 1; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; restrict_weapons.Add(0); restrict_weapons.Add(44879); range = new Range(); range.type = 2; #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); statestub.Add(new State4()); #endif } ~Skill2627Stub() { } public override float GetMpcost(Skill skill) => 320f; public override int GetExecutetime(Skill skill) => -1; public override int GetCoolingtime(Skill skill) => 90000; 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) => 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 (2000); skill.GetVictim ().SetRatio (skill.GetPlayer ().GetMaxhp () == skill.GetT0 ()? (skill.GetPlayer ().GetMaxmp () == skill.GetT1 ()? -1 : 5) : 5); skill.GetVictim ().SetAmount (2); skill.GetVictim ().SetValue (skill.GetPlayer ().GetMaxhp () == skill.GetT0 ()? (skill.GetPlayer ().GetMaxmp () == skill.GetT1 ()? -1 : 5) : 5); skill.GetVictim ().SetIncphysicalmagicaldefense (1); return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 35f; public float GetHitrate(Skill skill) => 1.0f; public float GetTalent0(PlayerWrapper player) => player.GetMaxhp (); public float GetTalent1(PlayerWrapper player) => player.GetMaxmp (); #endif } }