#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 Skill100 : Skill { public const int SKILL_ID = 100; public Skill100() : base(SKILL_ID) { } } #endif public class Skill100Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 29, 34, 39, 44, 49, 54, 59, 64, 69, 74 }; private static readonly int[] RequiredSpArray = { 8260, 12110, 17220, 23940, 32900, 44800, 60900, 82600, 112000, 167300 }; private static readonly int[] RequiredMoneyArray = { 1090, 1540, 1990, 2480, 2980, 3480, 3980, 12980, 51980, 151980 }; #if SKILL_SERVER public class State1 : 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) { skill.GetPlayer().SetDecmp(50); 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) => 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().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 Skill100Stub() : base(100) { cls = 1; name = "缩地术"; nativename = "缩地术"; icon = "缩地术.dds"; max_level = 10; type = 8; apcost = 20; arrowcost = 0; apgain = 0; attr = 0; rank = 3; eventflag = 0; posdouble = 0; time_type = 0; showorder = 1221; 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 = "缩地术.sgc"; doenchant = 0; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; restrict_weapons.Add(0); restrict_weapons.Add(292); range = new Range(); range.type = 5; pre_skills = new Dictionary(); pre_skills.Add(0, 1); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill100Stub() { } public float GetMpcost(Skill skill) => 50f; public int GetExecutetime(Skill skill) => 1000; public int GetCoolingtime(Skill skill) => 20000 - 1000 * skill.GetLevel(); public float GetRadius(Skill skill) => (float)(2 + 0.3 * skill.GetLevel()); public float GetAttackdistance(Skill skill) => (float)(4 + 0.4 * skill.GetLevel()); public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0); public float GetPraydistance(Skill skill) => (float)(15 + skill.GetLevel()); 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(), 20 - skill.GetLevel(), 15 + skill.GetLevel()); 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) => 15f; public int GetAttackspeed(Skill skill) => 0; public float GetHitrate(Skill skill) => 1f; #endif } }