#define SKILL_CLIENT using BrewMonster.Scripts.Skills; using System.Collections.Generic; using System.Text; using UnityEngine; using static BrewMonster.PET_EVOLVE_CONFIG; namespace BrewMonster { #if SKILL_SERVER public class Skill1 : Skill { public const int SKILL_ID = 1; public Skill1() : base(SKILL_ID) { } } #endif public class Skill1Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 0, 5, 10, 15, 20, 25, 30, 35, 40, 45 }; private static readonly int[] RequiredSpArray = { 0, 300, 1200, 2800, 5200, 8400, 12800, 18600, 26300, 36500 }; private static readonly int[] RequiredMoneyArray = { 0, 30, 130, 280, 480, 730, 1180, 1630, 2080, 2580 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 400; 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 *(-5 + 7 * 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) => 700; 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 *(-5 + 7 * skill.GetLevel())); skill.SetPlus(1.9f * skill.GetLevel() * skill.GetLevel() + 64 * skill.GetLevel() + 36.7f); skill.SetRatio(0); skill.SetDamage(skill.GetAttack()); 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 Skill1Stub() : base(1) { cls = 0; name = "虎击"; nativename = "虎击"; icon = "虎击.dds"; max_level = 10; type = 1; apcost = 0; arrowcost = 0; apgain = 10; attr = 1; rank = 0; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1101; allow_land = true; allow_air = true; allow_water = true; allow_ride = false; auto_attack = true; long_range = 0; restrict_corpse = 0; allow_forms = 1; effect = "虎击.sgc"; doenchant = 0; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; restrict_weapons.Add(0); restrict_weapons.Add(1); restrict_weapons.Add(182); restrict_weapons.Add(5); restrict_weapons.Add(292); restrict_weapons.Add(9); range = new Range(); range.type = 0; #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill1Stub() { } public float GetMpcost(Skill skill) => (float)(-5 + 7 * skill.GetLevel()); public int GetExecutetime(Skill skill) => 700; public int GetCoolingtime(Skill skill) => 3000; public float GetRadius(Skill skill) => 0f; public float GetAttackdistance(Skill skill) => 0f; public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0); public float GetPraydistance(Skill skill) => (float)(skill.GetPlayer().GetRange()); public int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1]; public int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1]; public int GetRequiredMoney(Skill skill) => RequiredMoneyArray[skill.GetLevel() - 1]; #if SKILL_CLIENT public int GetIntroduction(Skill skill, StringBuilder buffer, int length, string format) { string result = string.Format(format, skill.GetLevel(), -5 + 7 * skill.GetLevel(), 1.9 * skill.GetLevel() * skill.GetLevel() + 64 * skill.GetLevel() + 36.7); if (result.Length < length) { buffer.Append(result); return result.Length; } return 0; } #endif #if SKILL_SERVER public int GetEnmity(Skill skill) => 0; public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 13.3f; public int GetAttackspeed(Skill skill) => 3; public float GetHitrate(Skill skill) => 1.2f + 0.05f * skill.GetLevel(); #endif } }