#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 Skill67 : Skill { public const int SKILL_ID = 67; public Skill67() : base(SKILL_ID) { } } #endif public class Skill67Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 59, 62, 65, 68, 71, 74, 77, 80, 83, 86 }; private static readonly int[] RequiredSpArray = { 87000, 104000, 125000, 151000, 181000, 239000, 327000, 440000, 586000, 773000 }; private static readonly int[] RequiredMoneyArray = { 3980, 8980, 14980, 41980, 91980, 151980, 251980, 371980, 611980, 851980 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 300; 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 *(156.8f + 8.4f * 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) => 1800; 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 *(156.8f + 8.4f * skill.GetLevel())); skill.SetPlus(3.8f * skill.GetLevel() * skill.GetLevel() + 237.8f * skill.GetLevel() + 3123.7f); 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 Skill67Stub() : base(67) { cls = 0; name = "寒冰刃域"; nativename = "寒冰刃域"; icon = "刃域.dds"; max_level = 10; type = 1; apcost = 200; arrowcost = 0; apgain = 0; attr = 1; rank = 6; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1116; allow_land = true; allow_air = true; allow_water = true; allow_ride = false; auto_attack = true; 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 } ~Skill67Stub() { } public float GetMpcost(Skill skill) => (float)(156.8 + 8.4 * skill.GetLevel()); public int GetExecutetime(Skill skill) => 1800; public int GetCoolingtime(Skill skill) => 30000; public float GetRadius(Skill skill) => 12f; public float GetAttackdistance(Skill skill) => (float)(skill.GetPlayer().GetRange() + 0.4 * skill.GetLevel()); public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0); public float GetPraydistance(Skill skill) => (float)(skill.GetPlayer().GetRange()); 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(), 156.8 + 8.4 * skill.GetLevel(), 50 + 5 * skill.GetLevel(), 3.8 * skill.GetLevel() * skill.GetLevel() + 237.8 * skill.GetLevel() + 3123.7, 20 + 3 * skill.GetLevel()); if (result.Length < length) { buffer.Append(result); return result.Length; } return 0; } #endif #if SKILL_SERVER public int GetEnmity(Skill skill) => 1000; public bool StateAttack(Skill skill) { return true; } public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 8f; public int GetAttackspeed(Skill skill) => 16; public float GetHitrate(Skill skill) => 2 + 0.1f * skill.GetLevel(); #endif } }