#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 Skill178 : Skill { public const int SKILL_ID = 178; public Skill178() : base(SKILL_ID) { } } #endif public class Skill178Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 23, 28, 33, 38, 43, 48, 53, 58, 63, 68 }; private static readonly int[] RequiredSpArray = { 5600, 8720, 12880, 18400, 25600, 35280, 48160, 65440, 88800, 120800 }; 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) => 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(20); skill.GetPlayer().SetPerform(1); } public bool Interrupt(Skill skill) => false; public bool Cancel(Skill skill) => true; public bool Skip(Skill skill) => false; } #endif public Skill178Stub() : base(178) { cls = 0; name = "易髓经"; nativename = "易髓经"; icon = "易髓经.dds"; max_level = 10; type = 2; apcost = 0; arrowcost = 0; apgain = 10; attr = 0; rank = 2; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 1; showorder = 1132; allow_land = true; allow_air = true; allow_water = true; allow_ride = false; auto_attack = false; long_range = 0; restrict_corpse = 0; allow_forms = 1; restrict_weapons.Add(0); effect = ""; range = new Range(); range.type = 0; #if SKILL_SERVER statestub.Add(new State1()); #endif } ~Skill178Stub() { } public float GetMpcost(Skill skill) => 20f; public int GetExecutetime(Skill skill) => 0; public int GetCoolingtime(Skill skill) => 10000; 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) => 0f; 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 + 10 * skill.GetLevel(), 20 + 10 * 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 StateAttack(Skill skill) { return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 5f; public float GetHitrate(Skill skill) => 0f; #endif } }