319 lines
7.5 KiB
C#
319 lines
7.5 KiB
C#
#define SKILL_CLIENT
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using BrewMonster.Scripts.Skills;
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using System.Text;
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using UnityEngine;
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using static BrewMonster.PET_EVOLVE_CONFIG;
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namespace BrewMonster
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{
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#if SKILL_SERVER
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public class Skill2 : Skill
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{
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public const int SKILL_ID = 2;
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public Skill2() : base(SKILL_ID)
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{
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}
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}
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#endif
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public class Skill2Stub : SkillStub
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{
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// Static arrays for skill requirements
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private static readonly int[] RequiredLevelArray = { 3, 8, 13, 18, 23, 28, 33, 38, 43, 48 };
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private static readonly int[] RequiredSpArray = { 100, 800, 2100, 4100, 7000, 10900, 16100, 23000, 32000, 44100 };
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private static readonly int[] RequiredMoneyArray = { 10, 90, 220, 400, 630, 1000, 1450, 1900, 2380, 2880 };
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#if SKILL_SERVER
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public class State1 : SkillStub.State
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{
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public int GetTime(Skill skill)
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{
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return 200;
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}
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public bool Quit(Skill skill)
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{
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return false;
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}
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public bool Loop(Skill skill)
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{
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return false;
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}
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public bool Bypass(Skill skill)
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{
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return false;
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}
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public void Calculate(Skill skill)
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{
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skill.GetPlayer().SetDecmp(0.2f * (-2.2f + 5.6f * skill.GetLevel()));
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skill.GetPlayer().SetPray(1);
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}
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public bool Interrupt(Skill skill)
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{
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return false;
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}
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public bool Cancel(Skill skill)
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{
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return true;
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}
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public bool Skip(Skill skill)
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{
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return false;
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}
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}
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#endif
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#if SKILL_SERVER
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public class State2 : SkillStub.State
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{
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public int GetTime(Skill skill)
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{
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return 700;
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}
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public bool Quit(Skill skill)
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{
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return false;
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}
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public bool Loop(Skill skill)
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{
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return false;
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}
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public bool Bypass(Skill skill)
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{
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return false;
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}
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public void Calculate(Skill skill)
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{
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skill.GetPlayer().SetDecmp(0.8f * (-2.2f + 5.6f * skill.GetLevel()));
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skill.SetPlus(0);
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skill.SetRatio(0);
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skill.SetDamage(skill.GetAttack());
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skill.GetPlayer().SetPerform(1);
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}
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public bool Interrupt(Skill skill)
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{
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return false;
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}
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public bool Cancel(Skill skill)
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{
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return false;
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}
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public bool Skip(Skill skill)
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{
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return false;
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}
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}
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#endif
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#if SKILL_SERVER
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public class State3 : SkillStub.State
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{
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public int GetTime(Skill skill)
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{
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return 0;
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}
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public bool Quit(Skill skill)
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{
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return false;
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}
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public bool Loop(Skill skill)
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{
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return false;
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}
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public bool Bypass(Skill skill)
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{
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return false;
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}
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public void Calculate(Skill skill)
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{
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}
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public bool Interrupt(Skill skill)
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{
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return false;
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}
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public bool Cancel(Skill skill)
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{
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return false;
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}
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public bool Skip(Skill skill)
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{
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return false;
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}
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}
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#endif
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public Skill2Stub() : base(2)
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{
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cls = 0;
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name = "寸力";
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nativename = "寸力";
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icon = "寸力.dds";
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max_level = 10;
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type = 1;
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apcost = 0;
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arrowcost = 0;
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apgain = 5;
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attr = 1;
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rank = 0;
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eventflag = 0;
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posdouble = 0;
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clslimit = 0;
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time_type = 0;
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showorder = 1102;
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allow_land = true;
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allow_air = true;
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allow_water = true;
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allow_ride = false;
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auto_attack = true;
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long_range = 0;
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restrict_corpse = 0;
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allow_forms = 1;
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restrict_weapons.Add(0);
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restrict_weapons.Add(1);
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restrict_weapons.Add(182);
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restrict_weapons.Add(9);
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restrict_weapons.Add(5);
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restrict_weapons.Add(292);
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effect = "寸力.sgc";
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range = new Range();
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range.type = 0;
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doenchant = 1;
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dobless = 0;
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commoncooldown = 0;
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commoncooldowntime = 0;
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#if SKILL_SERVER
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statestub.Add(new State1());
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statestub.Add(new State2());
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statestub.Add(new State3());
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#endif
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}
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~Skill2Stub()
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{
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}
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public float GetMpcost(Skill skill)
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{
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return (float)(-2.2 + 5.6 * skill.GetLevel());
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}
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public int GetExecutetime(Skill skill)
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{
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return 700;
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}
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public int GetCoolingtime(Skill skill)
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{
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return 8000;
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}
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public int GetRequiredLevel(Skill skill)
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{
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return RequiredLevelArray[skill.GetLevel() - 1];
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}
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public int GetRequiredSp(Skill skill)
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{
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return RequiredSpArray[skill.GetLevel() - 1];
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}
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public int GetRequiredMoney(Skill skill)
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{
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return RequiredMoneyArray[skill.GetLevel() - 1];
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}
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public float GetRadius(Skill skill)
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{
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return 0f;
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}
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public float GetAttackdistance(Skill skill)
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{
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return 0f;
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}
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public float GetAngle(Skill skill)
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{
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return (float)(1 - 0.0111111 * 0);
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}
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public float GetPraydistance(Skill skill)
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{
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return (float)skill.GetPlayer().GetRange();
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}
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#if SKILL_CLIENT
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public int GetIntroduction(Skill skill, StringBuilder buffer, int length, string format)
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{
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string result = string.Format(format,
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skill.GetLevel(),
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-2.2 + 5.6 * skill.GetLevel(),
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5.9 * skill.GetLevel() * skill.GetLevel() + 126.7 * skill.GetLevel() + 40.5);
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if (result.Length < length)
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{
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buffer.Append(result);
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return result.Length;
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}
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return 0;
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}
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#endif
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#if SKILL_SERVER
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public int GetEnmity(Skill skill)
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{
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return 0;
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}
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public bool StateAttack(Skill skill)
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{
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skill.GetVictim().SetProbability(1.0f * 100);
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skill.GetVictim().SetTime(15000);
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skill.GetVictim().SetAmount(5.9f * skill.GetLevel() * skill.GetLevel() + 126.7f * skill.GetLevel() + 40.5f);
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skill.GetVictim().SetBleeding(1);
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return true;
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}
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public bool TakeEffect(Skill skill)
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{
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return true;
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}
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public float GetEffectdistance(Skill skill)
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{
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return 11.7f;
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}
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public int GetAttackspeed(Skill skill)
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{
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return 3;
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}
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public float GetHitrate(Skill skill)
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{
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return (float)(1.2 + 0.05 * skill.GetLevel());
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}
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#endif
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}
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}
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