using CommonAI.Zone; using CommonAI.Zone.Instance; using XmdsCommon.Plugin; using XmdsCommonServer.Plugin; using XmdsCommonSkill.Plugin.Buffs; using XmdsCommonServer.XLS.Data; namespace XmdsCommonSkill.Plugin.Skills.Assassin { /// /// 剑刃乱舞: 攻击身边所有敌人,造成x倍物攻伤害附加x物理伤害,每个连击点数会让总伤害增加x% /// public class Assassin_200040 : XmdsSkillBase { public static int ID = 200040; /// 伤害倍数. public static XmdsSkillValue DP_1; /// 目标BUFFID. public static int TargetBuffID = (int)XmdsBuffBase.XmdsBuffList.LIAN_JI_DIAN; /// 每个连击点伤害百分比增长. public static XmdsSkillValue Damage_up; public override int SkillID { get { return ID; } } protected override void OnRegistEvent() { this.RegistEvent(EventType.SkillDamageAdd, OnSkillDamageAddEvent); base.OnRegistEvent(); } protected override void OnSkillDamagePerEvent(BattleParams param) { int ret = CalDamagePer(DP_1, param.GameSkill.SkillLevel); param.SkillDamagePer = ret; } private void OnSkillDamageAddEvent(BattleParams param) { //每当有一个连击点,造成总伤害受加成. CommonAI.Zone.Instance.InstanceUnit.BuffState bs = param.Attacker.mUnit.GetBuffByID(TargetBuffID); if (bs != null) { int layer = bs.OverlayLevel + 1; int damgeUp = this.GetTargetFormulaValue(param.GameSkill.SkillLevel, Damage_up); //param.SkillDamageAdd = damgeUp * layer; } } protected virtual void OnStateEndEvent(XmdsVirtual owner, InstanceUnit.StateSkill state, GameSkill gs) { //技能结束,BUFF结束. if (state.SkillData.ID == ID) { owner.mUnit.removeBuff(TargetBuffID, InstanceUnit.BuffState.EndResult_ByCode); } } protected override void OnInit(GameSkill info, XmdsVirtual unit, ref SkillTemplate template) { //注册技能结束监听. unit.RegistStateSkillEndEvent(OnStateEndEvent, info,false); } protected override void OnInitSkillParam() { XmdsSkillData data = XmdsDataMgr.GetInstance().GetXmdsSkillData(ID); InitData(data, out DP_1, XmdsSkillData.XmdsSkillDataKey.DmgRate); InitData(data, out Damage_up, XmdsSkillData.XmdsSkillDataKey.ValueSet); } } }