#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 Skill445 : Skill { public const int SKILL_ID = 445; public Skill445() : base(SKILL_ID) { } } #endif public class Skill445Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 89 }; private static readonly int[] RequiredSpArray = { 1000000 }; private static readonly int[] RequiredItemArray = { 9516 }; 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().SetDecmp(53); 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().SetDecmp(212); skill.SetPlus(0); skill.SetRatio(0); skill.SetFiredamage(skill.GetMagicattack()); 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 Skill445Stub() : base(445) { cls = 1; name = "狂·火煞天灯"; nativename = "狂·火煞天灯"; icon = "火煞天灯2.dds"; max_level = 1; type = 1; apcost = 0; arrowcost = 0; apgain = 10; attr = 5; rank = 30; eventflag = 0; is_senior = 1; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1203; 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 = "火煞天灯.sgc"; doenchant = 1; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; restrict_weapons.Add(292); restrict_weapons.Add(0); range = new Range(); range.type = 0; pre_skills = new Dictionary(); pre_skills.Add(7, 10); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill445Stub() { } public float GetMpcost(Skill skill) => 265f; public int GetExecutetime(Skill skill) => 1000; public int GetCoolingtime(Skill skill) => 8000; 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, 265); 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) => 36f; public int GetAttackspeed(Skill skill) => 9; public float GetHitrate(Skill skill) => 1f; public float GetTalent0(Skill skill) => 2 * player.GetWeaponmagicdamage (; public float GetTalent1(Skill skill) => player.GetAttackdegree (; #endif } }