#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 Skill89 : Skill { public const int SKILL_ID = 89; public Skill89() : base(SKILL_ID) { } } #endif public class Skill89Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 29, 34, 39, 44, 49, 54, 59, 64, 69, 74 }; private static readonly int[] RequiredSpArray = { 9440, 13840, 19680, 27360, 37600, 51200, 69600, 94400, 128000, 191200 }; 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) => 0; 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); skill.GetPlayer().SetPerform(1); } public bool Interrupt(Skill skill) => false; public bool Cancel(Skill skill) => true; public bool Skip(Skill skill) => false; } #endif public Skill89Stub() : base(89) { cls = 1; name = "润泽"; nativename = "润泽"; icon = "润泽.dds"; max_level = 10; type = 2; apcost = 100; arrowcost = 0; apgain = 0; attr = 0; rank = 3; eventflag = 1; posdouble = 0; clslimit = 0; time_type = 1; showorder = 1213; 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 = "润泽.sgc"; doenchant = 1; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; restrict_weapons.Add(292); restrict_weapons.Add(0); range = new Range(); range.type = 5; pre_skills = new Dictionary(); pre_skills.Add(0, 1); #if SKILL_SERVER statestub.Add(new State1()); #endif } ~Skill89Stub() { } public float GetMpcost(Skill skill) => 100f; public int GetExecutetime(Skill skill) => 0; public int GetCoolingtime(Skill skill) => 3000; 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) => 0f; 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 + 2 * skill.GetLevel(), 10 + 5 * 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 StateAttack(Skill skill) => true; public bool TakeEffect(Skill skill) => true; public float GetEffectdistance(Skill skill) => 30f; public int GetAttackspeed(Skill skill) => 0; public float GetHitrate(Skill skill) => 1f; #endif } }