using CommonAI.Zone; using XmdsCommon.Plugin; using XmdsCommonServer.Plugin; using XmdsCommonSkill.Plugin.Buffs; using XmdsCommonServer.XLS.Data; namespace XmdsCommonSkill.Plugin.Skills.Hunter { /// /// 击退: 被震荡射击击退的敌人,会被眩晕x秒. /// public class Hunter_402050 : Hunter_400050 { public static new int ID = 402050; public static int Buff_ID = (int)XmdsBuffBase.XmdsBuffList.YUN_XUAN; public override int SkillID { get { return ID; } } protected override void OnInit(GameSkill info, XmdsVirtual unit, ref SkillTemplate template) { //技能技能初始化,常用作为修改BUFF能力等等. XmdsBuffPack pack = XmdsBuffFactory.GetInstance().GetXmdsBuffPack(Buff_ID); XmdsBuff_Stun buff = (XmdsBuff_Stun)pack.GetXmdsBuff(XmdsBuffProperties.XmdsBuffAbility.STUN); BuffTemplate bt = pack.mBuffTemplate; bt.IsHarmful = true; pack.BindTemplateAndDispose(); unit.RegistSendBuff(bt); } protected override void OnSkillLogicEvent(BattleParams param) { BuffTemplate bt = param.Attacker.GetRegistBuff(Buff_ID); bt.LifeTimeMS = 5000; param.Hitter.mUnit.AddBuff(Buff_ID, param.Attacker.mUnit); } protected override void OnInitSkillParam() { base.OnInitSkillParam(); } } }