using CommonAI.Zone; using XmdsCommon.Plugin; using XmdsCommonServer.Plugin; using XmdsCommonServer.XLS.Data; using XmdsCommonSkill.Plugin.Buffs; namespace XmdsCommonSkill.Plugin.Skills.Monster { /// /// 狂怒:变得愤怒,在接下来10秒内,攻击增加x,暴击增加x. /// public class Monster_10340512 : XmdsSkillBase { public static int ID = 10340512; /// 狂怒. public static int Buff_ID = (int)XmdsBuffBase.XmdsBuffList.KUANG_NU_MONSTER; public static XmdsSkillValue Buff1_Value; public static XmdsSkillValue Buff2_Value; public override int SkillID { get { return ID; } } protected override void OnInit(GameSkill info, XmdsVirtual unit, ref SkillTemplate template) { XmdsBuffPack pack = XmdsBuffFactory.GetInstance().GetXmdsBuffPack(Buff_ID); BuffTemplate bt = pack.mBuffTemplate; bt.IsHarmful = false; pack.BindTemplateAndDispose(); unit.RegistSendBuff(bt); } protected override void OnSkillLogicEvent(BattleParams param) { //此次攻击没有伤害. param.UseDamageType = CommonAI.Data.DamageType.None; // 加攻击. XmdsBuff_PropChange buff = param.Attacker.GetRegisBuffVirtual(Buff_ID, 0) as XmdsBuff_PropChange; buff.CurentChangeType = XmdsVirtual.UnitAttributeType.Attack; buff.CurrentValue = this.GetTargetFormulaValue(param.GameSkill.SkillLevel, Buff1_Value); buff.IsPercent = true; // 加暴击. buff = param.Attacker.GetRegisBuffVirtual(Buff_ID, 1) as XmdsBuff_PropChange; buff.CurentChangeType = XmdsVirtual.UnitAttributeType.CritRate; buff.CurrentValue = this.GetTargetFormulaValue(param.GameSkill.SkillLevel, Buff2_Value); buff.IsPercent = true; BuffTemplate bt = param.Attacker.GetRegistBuff(Buff_ID); bt = param.Attacker.GetRegistBuff(Buff_ID); bt.LifeTimeMS = 10000; param.Attacker.mUnit.AddBuff(Buff_ID, param.Attacker.mUnit); } protected override void OnInitSkillParam() { XmdsSkillData data = XmdsDataMgr.GetInstance().GetXmdsSkillData(ID); InitData(data, out Buff1_Value, XmdsSkillData.XmdsSkillDataKey.ValueSet); InitData(data, out Buff2_Value, XmdsSkillData.XmdsSkillDataKey.ValueSet2); } } }