using CommonAI.Zone; using System; using System.Collections.Generic; using System.Linq; using System.Text; using XmdsCommon.Plugin; using XmdsCommonServer.Plugin; using XmdsCommonServer.XLS.Data; using XmdsCommonSkill.Plugin.Buffs; namespace XmdsCommonSkill.Plugin.Skills.Monster { /// /// 沙尘暴 对所有目标造成持续的魔法伤害,并且降低治疗效果 " 一个百分比魔法伤害和固定魔法伤害加成 受到伤害造成最近治疗效果降低" /// class Monster_605062 : XmdsSkillBase { public static int ID = 605062; public static XmdsSkillValue DP_1; public static int Buff_ID = 102060; /// BUFF伤害 - 治疗效果下降. public static XmdsSkillValue BuffDamageTreat; public override int SkillID { get { return ID; } } protected override void OnSkillDamagePerEvent(BattleParams param) { int ret = CalDamagePer(DP_1, param.GameSkill.SkillLevel); param.SkillDamagePer = ret; } protected override void OnInitSkillParam() { XmdsSkillData data = XmdsDataMgr.GetInstance().GetXmdsSkillData(ID); InitData(data, out DP_1, XmdsSkillData.XmdsSkillDataKey.DmgRate); InitData(data, out BuffDamageTreat, XmdsSkillData.XmdsSkillDataKey.ValueSet); } 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 OnSkillLogicEvent(BattleParams param) { // 治疗效果 XmdsBuff_PropChange bf = param.Attacker.GetRegisBuffVirtual(Buff_ID) as XmdsBuff_PropChange; bf.CurentChangeType = XmdsVirtual.UnitAttributeType.HealEffect; bf.IsPercent = true; bf.CurrentValue = -this.GetTargetFormulaValue(param.GameSkill.TalentSkillLevel1, BuffDamageTreat); // 设置buff时长 BuffTemplate bt = param.Attacker.GetRegistBuff(Buff_ID); bt.LifeTimeMS = 5000; // 上buff param.Hitter.mUnit.AddBuff(Buff_ID, param.Attacker.mUnit); } } }