#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 Skill86 : Skill { public const int SKILL_ID = 86; public Skill86() : base(SKILL_ID) { } } #endif public class Skill86Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 29, 34, 39, 44, 49, 54, 59, 64, 69, 74 }; private static readonly int[] RequiredSpArray = { 11800, 17300, 24600, 34200, 47000, 64000, 87000, 118000, 160000, 239000 }; private static readonly int[] RequiredMoneyArray = { 1090, 1540, 1990, 2480, 2980, 3480, 3980, 12980, 51980, 151980 }; #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().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) => 200; 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().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) => 2800; 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(100 + 20 * skill.GetLevel()); skill.SetPlus(8.2f * skill.GetLevel() * skill.GetLevel() + 256 * skill.GetLevel() + 1078.2f); skill.SetRatio(0); skill.SetFiredamage(skill.GetMagicattack()); skill.GetPlayer().SetCombat(1); 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) => 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 Skill86Stub() : base(86) { cls = 1; name = "炙炎阵"; nativename = "炙炎阵"; icon = "炙炎阵.dds"; max_level = 10; type = 1; apcost = 100; arrowcost = 0; apgain = 0; attr = 5; rank = 3; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 2; showorder = 1205; 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 = "炙炎阵.sgc"; doenchant = 0; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; restrict_weapons.Add(292); restrict_weapons.Add(0); range = new Range(); range.type = 2; pre_skills = new Dictionary(); pre_skills.Add(85, 1); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); statestub.Add(new State4()); #endif } ~Skill86Stub() { } public float GetMpcost(Skill skill) => (float)(100 + 20 * skill.GetLevel()); public int GetExecutetime(Skill skill) => -1; public int GetCoolingtime(Skill skill) => 15000; public float GetRadius(Skill skill) => 12f; public float GetAttackdistance(Skill skill) => (float)(4 + 0.3 * skill.GetLevel()); 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(), 100 + 20 * skill.GetLevel(), 100 + 20 * skill.GetLevel(), 8.2 * skill.GetLevel() * skill.GetLevel() + 256 * skill.GetLevel() + 1078.2); if (result.Length < length) { buffer.Append(result); return result.Length; } return 0; } #endif #if SKILL_SERVER public int GetEnmity(Skill skill) => 1000; public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 25f; public int GetAttackspeed(Skill skill) => 30; public float GetHitrate(Skill skill) => 1f; #endif } }