using XmdsCommonServer.XLS.Data; using XmdsCommonServer.Plugin; using XmdsCommonSkill.Plugin.Buffs; using CommonAI.Zone; using XmdsCommon.Plugin; namespace XmdsCommonSkill.Plugin.Skills.Monster { /// /// 绿洲暴龙 - 龙吼: 发出恐惧的吼叫,令身边所有敌人陷入3秒昏迷状态. /// public class Monster_20041003 : XmdsSkillBase { public static int ID = 20041003; public static int Buff_ID = (int)XmdsBuffBase.XmdsBuffList.YUN_XUAN; public override int SkillID { get { return ID; } } protected override void OnSkillLogicEvent(BattleParams param) { // 此处如果不设成none,则会因为没有buff外的伤害值,而自动扣1滴血. // 扣1滴血是为了程序查错用,怀疑这个属性默认是Damage,由于没有API,大致就是这样. param.UseDamageType = CommonAI.Data.DamageType.None; XmdsBuff_Stun buff = (XmdsBuff_Stun)param.Attacker.GetRegisBuffVirtual(Buff_ID); BuffTemplate bt = param.Attacker.GetRegistBuff(Buff_ID); bt.LifeTimeMS = 5000; param.Hitter.mUnit.AddBuff(Buff_ID, param.Attacker.mUnit); } protected override void OnInit(GameSkill info, XmdsVirtual unit, ref SkillTemplate template) { XmdsBuffPack pack = XmdsBuffFactory.GetInstance().GetXmdsBuffPack(Buff_ID); BuffTemplate bt = pack.mBuffTemplate; bt.IsHarmful = true; pack.BindTemplateAndDispose(); unit.RegistSendBuff(bt); } protected override void OnInitSkillParam() { } } }