#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 Skill65 : Skill { public const int SKILL_ID = 65; public Skill65() : base(SKILL_ID) { } } #endif public class Skill65Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 39, 43, 47, 51, 55, 59, 63, 67, 71, 75 }; private static readonly int[] RequiredSpArray = { 24600, 32000, 41400, 53200, 68100, 87000, 111000, 142000, 181000, 266000 }; private static readonly int[] RequiredMoneyArray = { 1990, 2380, 2780, 3180, 3580, 3980, 10980, 31980, 91980, 171980 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 800; 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 *(58.8f + 6.7f * 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) => 1200; 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 *(58.8f + 6.7f * skill.GetLevel())); skill.SetPlus(2.2f * skill.GetLevel() * skill.GetLevel() + 142.4f * skill.GetLevel() + 1002.5f); skill.SetRatio(0.5f + 0.05f * skill.GetLevel()); 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 Skill65Stub() : base(65) { cls = 0; name = "回马枪"; nativename = "回马枪"; icon = "回马枪.dds"; max_level = 10; type = 1; apcost = 0; arrowcost = 0; apgain = 10; attr = 1; rank = 4; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1114; 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(5); effect = ""; range = new Range(); range.type = 0; #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill65Stub() { } public float GetMpcost(Skill skill) => (float)(58.8 + 6.7 * skill.GetLevel()); public int GetExecutetime(Skill skill) => 1200; public int GetCoolingtime(Skill skill) => 6000; public float GetRadius(Skill skill) => 0f; public float GetAttackdistance(Skill skill) => (float)(skill.GetPlayer().GetRange() + 0.3 * skill.GetLevel()); public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0); public float GetPraydistance(Skill skill) => (float)(10 + 0.5 * skill.GetLevel() + skill.GetPlayer().GetRange() - 4.5); 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(), 10 + 0.5 * skill.GetLevel(), 58.8 + 6.7 * skill.GetLevel(), 50 + 5 * skill.GetLevel(), 2.2 * skill.GetLevel() * skill.GetLevel() + 142.4 * skill.GetLevel() + 1002.5); 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) => 20 + 0.5f * skill.GetLevel() + skill.GetPlayer().GetRange() - 4.5f; public int GetAttackspeed(Skill skill) => 12; public float GetHitrate(Skill skill) => 1.5f + 0.1f * skill.GetLevel(); #endif } }