312 lines
7.4 KiB
C#
312 lines
7.4 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 Skill5 : Skill
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{
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public const int SKILL_ID = 5;
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public Skill5() : 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 Skill5Stub : SkillStub
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{
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// Static arrays for skill requirements
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private static readonly int[] RequiredLevelArray = { 6, 11, 16, 21, 26, 31, 36, 41, 46, 51 };
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private static readonly int[] RequiredSpArray = { 400, 1500, 3200, 5800, 9200, 13900, 20000, 28100, 38900, 53200 };
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private static readonly int[] RequiredMoneyArray = { 50, 160, 320, 530, 820, 1270, 1720, 2180, 2680, 3180 };
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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 * (1.7f + 8.4f * 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 500;
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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 * (1.7f + 8.4f * skill.GetLevel()));
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skill.SetPlus(1.8f * skill.GetLevel() * skill.GetLevel() + 66.9f * skill.GetLevel() + 123.7f);
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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 Skill5Stub() : base(5)
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{
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cls = 0;
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name = "脕煤脧脰";
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nativename = "脕煤脧脰";
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icon = "脕煤脧脰.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 = 10;
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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 = 1105;
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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 = false;
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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(5);
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restrict_weapons.Add(292);
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restrict_weapons.Add(9);
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effect = "脕煤脧脰.sgc";
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range = new Range();
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range.type = 0;
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doenchant = 0;
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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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~Skill5Stub()
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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)(1.7 + 8.4 * skill.GetLevel());
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}
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public int GetExecutetime(Skill skill)
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{
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return 500;
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}
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public int GetCoolingtime(Skill skill)
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{
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return 6000;
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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)(7 + skill.GetLevel() * 0.3);
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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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7 + skill.GetLevel() * 0.3,
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1.7 + 8.4 * skill.GetLevel(),
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1.8 * skill.GetLevel() * skill.GetLevel() + 66.9 * skill.GetLevel() + 123.7);
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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 200 * skill.GetLevel();
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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 (float)(12 + 0.5 * skill.GetLevel());
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}
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public int GetAttackspeed(Skill skill)
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{
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return 12;
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}
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public float GetHitrate(Skill skill)
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{
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return (float)(1.5 + 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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