#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 Skill8 : Skill { public const int SKILL_ID = 8; public Skill8() : base(SKILL_ID) { } } #endif public class Skill8Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 49, 53, 57, 61, 65, 69, 73, 77, 81, 85 }; private static readonly int[] RequiredSpArray = { 47000, 60200, 76900, 98300, 125000, 160000, 215000, 327000, 484000, 705000 }; private static readonly int[] RequiredMoneyArray = { 2980, 3380, 3780, 6980, 14980, 51980, 131980, 251980, 451980, 771980 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 5200; 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().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) { float tmp1 = skill.GetPlayer().GetHp() *(1 - 0.6f * skill.GetCharging() /(5200 - 200 * skill.GetLevel())); float tmp2 = skill.GetPlayer().GetHp() * 0.6f * skill.GetCharging() /(5200 - 200 * skill.GetLevel()); skill.GetPlayer().SetDecmp(135 + 12 * skill.GetLevel()); skill.GetPlayer().SetHp(tmp1); skill.SetPlus(2000 + 200 * skill.GetLevel() + tmp2 *(2 + 0.2f * skill.GetLevel())); skill.SetFiredamage(skill.GetPlus()); 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 Skill8Stub() : base(8) { cls = 1; name = "血祭炎爆"; nativename = "血祭炎爆"; icon = "血祭炎爆.dds"; max_level = 10; type = 1; apcost = 0; arrowcost = 0; apgain = 20; attr = 5; rank = 5; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 3; showorder = 1207; 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()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill8Stub() { } public float GetMpcost(Skill skill) => (float)(135 + 12 * skill.GetLevel()); public int GetExecutetime(Skill skill) => 1000; public int GetCoolingtime(Skill skill) => 15000; public float GetRadius(Skill skill) => 12f; public float GetAttackdistance(Skill skill) => 0f; public float GetAngle(Skill skill) => (float)(1 - 0.0111111 * 0); public float GetPraydistance(Skill skill) => 6f; 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(), 135 + 12 * skill.GetLevel(), 5.2 - 0.2 * skill.GetLevel(), 2000 + 200 * skill.GetLevel(), 2 + 0.2 * 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 TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 25f; public int GetAttackspeed(Skill skill) => 5; public float GetHitrate(Skill skill) => 1f; #endif } }