using CommonAI.Zone; using XmdsCommon.Plugin; using XmdsCommonServer.Plugin; using XmdsCommonServer.XLS.Data; using XmdsCommonSkill.Plugin.Buffs; namespace XmdsCommonSkill.Plugin.Skills.Monster { /// /// 千年海龟 - 防御姿态: 身体旋转时出多次伤害,动作结束后出减免X%伤害的盾,持续Y秒. /// public class Monster_1505102 : XmdsSkillBase { public static int ID = 1505102; public static XmdsSkillValue DP_1; public static int Buff_ID = (int)XmdsBuffBase.XmdsBuffList.MIAN_SHANG_2; public static XmdsSkillValue Buff_Value; 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 OnInit(GameSkill info, XmdsVirtual unit, ref SkillTemplate template) { XmdsBuffPack pack = XmdsBuffFactory.GetInstance().GetXmdsBuffPack(Buff_ID); XmdsBuff_PropChange buff = (XmdsBuff_PropChange)pack.GetXmdsBuff(XmdsBuffProperties.XmdsBuffAbility.PropChange); buff.IsPercent = true; buff.CurentChangeType = XmdsVirtual.UnitAttributeType.AllDmgReduce; BuffTemplate bt = pack.mBuffTemplate; bt.IsHarmful = false; pack.BindTemplateAndDispose(); unit.RegistSendBuff(bt); unit.RegistLaunchSkillOver(OnLaunchSkillOver, info, false); } private int OnLaunchSkillOver(GameSkill info, XmdsCommonServer.Plugin.XmdsVirtual attacker, CommonAI.Zone.Instance.InstanceUnit.SkillState state) { if (state.Data.ID == SkillID) { int lv = attacker.SkillHelper.GetGameSkill(SkillID).SkillLevel; XmdsBuff_PropChange buff = (XmdsBuff_PropChange)attacker.GetRegisBuffVirtual(Buff_ID); buff.CurrentValue = this.GetTargetFormulaValue(lv, Buff_Value); BuffTemplate bt = attacker.GetRegistBuff(Buff_ID); bt.LifeTimeMS = 5000; attacker.mUnit.AddBuff(Buff_ID, attacker.mUnit); } return 0; } protected override void OnInitSkillParam() { XmdsSkillData data = XmdsDataMgr.GetInstance().GetXmdsSkillData(ID); InitData(data, out DP_1, XmdsSkillData.XmdsSkillDataKey.DmgRate); InitData(data, out Buff_Value, XmdsSkillData.XmdsSkillDataKey.ValueSet); } } }