#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 Skill2452 : Skill { public const int SKILL_ID = 2452; public Skill2452() : base(SKILL_ID) { } } #endif public class Skill2452Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 100 }; private static readonly int[] RequiredSpArray = { 1000000 }; private static readonly int[] RequiredItemArray = { 42279 }; private static readonly int[] RequiredMoneyArray = { 1000000 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 2000; 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(89); 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().SetDecmp(356); 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) => 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.SetSection(1); skill.SetPlus(9779); skill.SetRatio(8); skill.SetWaterdamage(0.5f * skill.GetMagicattack()); 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) => 1050; 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(2); skill.SetPlus(9779); skill.SetRatio(8); skill.SetFiredamage(0.5f * skill.GetMagicattack()); skill.GetPlayer().SetPerform(0); } public bool Interrupt(Skill skill) => false; public bool Cancel(Skill skill) => false; public bool Skip(Skill skill) => false; } #endif #if SKILL_SERVER public class State5 : 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 Skill2452Stub() : base(2452) { cls = 1; name = "玄·冰霜烈焰"; nativename = "玄·冰霜烈焰"; icon = "玄·冰霜烈焰.dds"; max_level = 1; type = 1; apcost = 0; arrowcost = 0; apgain = 30; attr = 4; rank = 21; eventflag = 0; is_senior = 1; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1215; 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 = "1凌杀.sgc"; doenchant = 1; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; restrict_weapons.Add(0); restrict_weapons.Add(292); range = new Range(); range.type = 0; pre_skills = new Dictionary(); pre_skills.Add(468, 1); pre_skills.Add(452, 1); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); statestub.Add(new State4()); statestub.Add(new State5()); #endif } ~Skill2452Stub() { } public float GetMpcost(Skill skill) => 445f; public int GetExecutetime(Skill skill) => -1; public int GetCoolingtime(Skill skill) => 30000; 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) => 30f; public int GetRequiredLevel(Skill skill) => RequiredLevelArray[skill.GetLevel() - 1]; public int GetRequiredSp(Skill skill) => RequiredSpArray[skill.GetLevel() - 1]; public int GetRequiredItem(Skill skill) => RequiredItemArray[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, 30, 445); 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) => true; public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 40f; public int GetAttackspeed(Skill skill) => 2; public float GetHitrate(Skill skill) => 1f; #endif } }