#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 Skill97 : Skill { public const int SKILL_ID = 97; public Skill97() : base(SKILL_ID) { } } #endif public class Skill97Stub : SkillStub { private static readonly int[] RequiredLevelArray = { 6, 11, 16, 21, 26, 31, 36, 41, 46, 51 }; private static readonly int[] RequiredSpArray = { 400, 1500, 3200, 5800, 9200, 13900, 20000, 28100, 38900, 53200 }; private static readonly int[] RequiredMoneyArray = { 50, 160, 320, 530, 820, 1270, 1720, 2180, 2680, 3180 }; #if SKILL_SERVER public class State1 : SkillStub.State { public int GetTime(Skill skill) => 1600; 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 *(4.2f + 21 * 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) => 1400; 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 *(4.2f + 21 * skill.GetLevel())); skill.SetPlus(6.1f * skill.GetLevel() * skill.GetLevel() + 137.2f * skill.GetLevel() + 137.4f); skill.SetRatio(1 + 0.1f * skill.GetLevel()); skill.SetEarthdamage(skill.GetMagicattack()); 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 Skill97Stub() : base(97) { cls = 1; name = "落石术"; nativename = "落石术"; icon = "落石术.dds"; max_level = 10; type = 1; apcost = 0; arrowcost = 0; apgain = 15; attr = 6; rank = 0; eventflag = 0; posdouble = 0; clslimit = 0; time_type = 0; showorder = 1218; 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 = "落石术.sgc"; doenchant = 0; dobless = 0; commoncooldown = 0; commoncooldowntime = 0; restrict_weapons.Add(0); restrict_weapons.Add(292); range = new Range(); range.type = 0; pre_skills = new Dictionary(); pre_skills.Add(0, 1); #if SKILL_SERVER statestub.Add(new State1()); statestub.Add(new State2()); statestub.Add(new State3()); #endif } ~Skill97Stub() { } public float GetMpcost(Skill skill) => (float)(4.2 + 21 * skill.GetLevel()); public int GetExecutetime(Skill skill) => 1400; 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) => (float)(19.5 + 0.9 * skill.GetLevel()); 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(), 19.5 + 0.9 * skill.GetLevel(), 4.2 + 21 * skill.GetLevel(), 100 + 10 * skill.GetLevel(), 6.1 * skill.GetLevel() * skill.GetLevel() + 137.2 * skill.GetLevel() + 137.4); 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) => 25 + skill.GetLevel(); public int GetAttackspeed(Skill skill) => 11; public float GetHitrate(Skill skill) => 1f; #endif } }