using CommonAI.Zone.Helper; using CommonAI.Zone.Instance; using XmdsCommonServer.Plugin; using XmdsCommonServer.XLS.Data; using XmdsCommonSkill.Plugin.Buffs; using System; using static CommonAI.Zone.Instance.InstanceUnit; using XmdsCommon.Plugin; using CommonAI.Zone; using XmdsCommonServer.Plugin.Units; using CommonAI.Zone.Formula; using XmdsCommonSkill.Plugin.Skills; using XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator; using XmdsCommonSkill.Plugin.Skills.Remedy; using XmdsCommonSkill.Plugin.Skills.Magic; using CommonAI.Data; using CommonLang; using CommonAI.ZoneServer.JSGModule; using XmdsCommonServer.Plugin.XmdsSkillTemplate.Skills; namespace XmdsCommonSkill.Plugin.PassiveSkills.Remedy { /// /// 治疗被动 /// 灵桓蝶舞:普攻(几率为n1%)或者特定技能技能(按数值要求:每个技能几率单配) /// 造成的每段伤害,会给目标施加n层毒伤,每层伤害为每T秒对目标造成施法单位攻击力的n3%伤害,持续T2秒,每次都会叠加层数, /// 并刷新存在CD,最多叠加n2层,当CD时间到了,全部层数一起消失。并且不同施法目标对同一个目标施加这个效果独立计算。 /// class Remedy_510601 : XmdsPassiveSkillBase { /// 技能ID. public static readonly int ID = 510601; public override int SkillID { get { return ID; } } public static readonly int Buff_POISON = (int)XmdsBuffBase.XmdsBuffList.REMEDY_POISON; // 毒buff //毒伤buff时间,基础效果固伤_百分比系数,每层毒提供效果固伤_百分比系数 private static XmdsSkillValue mValueSet1; //非boss单位,N毫秒内叠毒上限M private static XmdsSkillValue mValueSet2; //私有数据 private PlayerCache_Remedy mPlayerCache; private int mUUID_1 = 0; protected override void OnInit(GameSkill skillInfo, XmdsVirtual owner) { int skillLv = skillInfo.GetPassiveLevel(); IntIntIntData poisonRule = new IntIntIntData(mValueSet2.GetValue(skillLv, 1), mValueSet2.GetValue(skillLv, 2), 0); mPlayerCache = XmdsPlayerCache.PlayerTalnetInit(XmdsUnitPro.Priest, owner.mUnit, 0, poisonRule) as PlayerCache_Remedy; owner.SetPlayerCache(mPlayerCache); // Buff1修改 var pack1 = XmdsBuffFactory.GetInstance().GetXmdsBuffPack(Buff_POISON); var buff1 = pack1.GetXmdsBuff(XmdsBuffProperties.XmdsBuffAbility.RemedyPoison) as XmdsBuff_RemedyPoison; buff1.mBaseDmg = mValueSet1.GetValue(skillLv, 2); buff1.mBaseDmgPer = mValueSet1.GetValue(skillLv, 3); buff1.mDeeperDmg = mValueSet1.GetValue(skillLv, 4); buff1.mDeeperDmgPer = mValueSet1.GetValue(skillLv, 5); var bt1 = pack1.mBuffTemplate; bt1.LifeTimeMS = mValueSet1.GetValue(skillLv, 1); bt1.IsHarmful = false; pack1.BindTemplateAndDispose(); owner.RegistSendBuff(bt1); mUUID_1 = owner.RegistOnHitOther(OnHitOther, skillInfo, true); } protected virtual float OnHitOther(float damage, XmdsVirtual hitted, XmdsVirtual attacker, AttackSource source, ref XmdsVirtual.AtkResult result, DamageType damageType, GameSkill skill, ref bool isEndDispatch) { if (damage <= 0 || attacker.mUnit.IsMonster || source.FromSkillType == XmdsSkillType.cardSkill)//治疗 { return damage; } if(mPlayerCache == null) { log.Error("Remedy_510601找不到玩家天赋缓存:" + attacker.mUnit.PlayerUUID); return damage; } if(source.Attack == null || source.Attack.Properties == null) { log.Error("Remedy_510601解析伤害技能异常1:"+ attacker.mUnit.PlayerUUID + ", " + attacker.mUnit.Parent.GetSceneID()); return damage; } XmdsAttackProperties prop = (source.Attack.Properties as XmdsAttackProperties); //来自编辑器自行配置的攻击,调过叠毒检测 if(prop.SkillTemplateID == XmdsBattleSkill.DefaultSkillScriptID) { return damage; } IntIntData poisonRate = mPlayerCache.GePoisonRateInfo(prop.SkillTemplateID); if(poisonRate == null) { log.Error("Remedy_510601解析伤害技能异常2:" + attacker.mUnit.PlayerUUID + ", " + prop.SkillTemplateID + ", " + attacker.mUnit.Parent.GetSceneID() + ", " + attacker.SkillHelper.GetAllSkills()); return damage; } //挂毒buff if (poisonRate.value1 > 0 && poisonRate.value2 > 0 && attacker.mUnit.RandomN.Next(GlobalData.RATE_BASE) < (poisonRate.value1 + mPlayerCache.GetRateAddition())) { if (mPlayerCache.IsCanAddPosion(hitted)) { hitted.mUnit.AddBuff(Buff_POISON, attacker.mUnit, 0, false, false, false, 0, poisonRate.value2); } //mPlayerCache.RecordPoisonPlayer(hitted); } return damage; } protected override void OnSkillDataChange(GameSkill gs, XmdsVirtual unit) { int skillLv = gs.GetPassiveLevel(); var bt = unit.GetRegistBuff(Buff_POISON); bt.LifeTimeMS = mValueSet1.GetValue(skillLv, 1); var buff = unit.GetRegisBuffVirtual(Buff_POISON) as XmdsBuff_RemedyPoison; buff.mBaseDmg = mValueSet1.GetValue(skillLv, 2); buff.mBaseDmgPer = mValueSet1.GetValue(skillLv, 3); buff.mDeeperDmg = mValueSet1.GetValue(skillLv, 4); buff.mDeeperDmgPer = mValueSet1.GetValue(skillLv, 5); mPlayerCache.RefreshConfig(mValueSet1.GetValue(skillLv, 1), mValueSet1.GetValue(skillLv, 2)); } protected override void OnDispose(XmdsVirtual owner) { owner.UnRegistOnHitOther(mUUID_1); XmdsPlayerCache.PlayerTalnetDestory(owner.mUnit); } protected override void OnInitSkillParam() { XmdsSkillData data = XmdsDataMgr.GetInstance().GetXmdsSkillData(ID); InitData(data, out mValueSet1, XmdsSkillData.XmdsSkillDataKey.ValueSet); InitData(data, out mValueSet2, XmdsSkillData.XmdsSkillDataKey.ValueSet2); } } /* * //2021.07.25 13.55这个被动已经完全替换成新效果了 /// /// 治疗被动 //表格配置: 下次普攻加成 1:1000;2:2000;3:3000;4:4000 移速提升,时间 1:2000,2000;2:2500,2000;3:3000,2000;4:4000,2000 /// 灵桓蝶舞:释放三次技能下次普攻附带攻击力系数的增益,自身移速增加n% S秒 /// class Remedy_510601 : XmdsPassiveSkillBase { /// 技能ID. public static int ID = 510601; private static readonly int Buff_ID = (int)XmdsBuffBase.XmdsBuffList.NORMAL_ATTACK_STRENGTH; // 下次普攻强化 //攻击提升 private static XmdsSkillValue mValueSet1; //速度提升值 private static XmdsSkillValue mValueSet2; private int mSkillLaunchTimes = 0; private int mNormalAtkDmgAdd = 0; private int mUUID_1 = 0; private int mUUID_2 = 0; /// 获取技能ID. public override int SkillID {get{return ID;}} protected override void OnInit(GameSkill skillInfo, XmdsVirtual owner) { // Buff1修改 var pack1 = XmdsBuffFactory.GetInstance().GetXmdsBuffPack(Buff_ID); var buff1 = pack1.GetXmdsBuff(XmdsBuffProperties.XmdsBuffAbility.MoveSpeedUp) as XmdsBuff_MoveSpeedUp; buff1.ChangePercent = mValueSet2.GetValue(skillInfo.GetPassiveLevel(), 1); var bt1 = pack1.mBuffTemplate; bt1.LifeTimeMS = mValueSet2.GetValue(skillInfo.GetPassiveLevel(), 2); bt1.IsHarmful = false; pack1.BindTemplateAndDispose(); owner.RegistSendBuff(bt1); //收到攻击监听注册 mUUID_1 = owner.RegistLaunchSkillOver(OnLaunchSkillOver, skillInfo, true); mUUID_2 = owner.RegistOnHitOther(OnHandleHitOther, skillInfo, true); } protected override void OnSkillDataChange(GameSkill gs, XmdsVirtual unit) { var buff = unit.GetRegisBuffVirtual(Buff_ID) as XmdsBuff_MoveSpeedUp; buff.ChangePercent = mValueSet2.GetValue(gs.GetPassiveLevel(), 1); var bt = unit.GetRegistBuff(Buff_ID); bt.LifeTimeMS = mValueSet2.GetValue(gs.GetPassiveLevel(), 2); } private int OnLaunchSkillOver(GameSkill info, XmdsCommonServer.Plugin.XmdsVirtual launcher, CommonAI.Zone.Instance.InstanceUnit.SkillState skill) { if (skill.GetSkillType() == XmdsSkillType.active) { if (++this.mSkillLaunchTimes >= 3) { launcher.mUnit.AddBuff(Buff_ID); mNormalAtkDmgAdd = 2; this.mSkillLaunchTimes = 0; } } else if(skill.GetSkillType() == XmdsSkillType.normalAtk) { mNormalAtkDmgAdd--; } return 0; } //单位受击 private float OnHandleHitOther(float damage, XmdsVirtual hitted, XmdsVirtual attacker, AttackSource source, ref XmdsVirtual.AtkResult result, DamageType damageType, GameSkill skill, ref bool isEndDispatch) { if(source.FromSkillType == XmdsSkillType.normalAtk && mNormalAtkDmgAdd > 0) { damage += Math.Max(1, CUtils.CastInt(damage * XmdsUnitProp.PER * mValueSet1.GetValue(skill.GetPassiveLevel()))); } return damage; } protected override void OnDispose(XmdsVirtual owner) { owner.UnRegistLaunchSkillOver(mUUID_1); owner.UnRegistOnHitOther(mUUID_2); } protected override void OnInitSkillParam() { XmdsSkillData data = XmdsDataMgr.GetInstance().GetXmdsSkillData(ID); InitData(data, out mValueSet1, XmdsSkillData.XmdsSkillDataKey.ValueSet); InitData(data, out mValueSet2, XmdsSkillData.XmdsSkillDataKey.ValueSet2); } } */ }