using CommonAI.Zone; using XmdsCommon.Plugin; using XmdsCommonServer.Plugin; using XmdsCommonSkill.Plugin.Buffs; using XmdsCommonServer.XLS.Data; namespace XmdsCommonSkill.Plugin.Skills.Assassin { /// /// 免疫: 疾跑状态下,免疫1次控制效果.(不升级). /// public class Assassin_202060 : Assassin_200060 { public static new int ID = 202060; public static new int Buff_ID = (int)XmdsBuffBase.XmdsBuffList.JI_PAO_MIAN_KONG; /// 次数,此技能固定,不升级!!!. public static int Buff_2_Value = 1; public override int SkillID { get { return ID; } } protected override void OnInit(GameSkill info, XmdsVirtual unit, ref SkillTemplate template) { base.OnInit(info, unit, ref template); //施放技能监听. unit.RegistLaunchSkillOver(OnLaunchSkillOver, info,false); XmdsBuffPack pack = XmdsBuffFactory.GetInstance().GetXmdsBuffPack(Buff_ID); XmdsBuff_IngoreCtrl buff2 = (XmdsBuff_IngoreCtrl)pack.GetXmdsBuff(XmdsBuffProperties.XmdsBuffAbility.IngoreCtrl); //BUFF使用类型设置为次数型. buff2.BuffUseType = (int)XmdsBuffBase.XmdsBuffUseType.Times; //次数. buff2.BuffUseTime = Buff_2_Value; BuffTemplate bt = pack.mBuffTemplate; //bt.LifeTimeMS = GetTargetFormulaValue(info.SkillLevel, BuffLifeTime); bt.IsHarmful = false; pack.BindTemplateAndDispose(); unit.RegistSendBuff(bt); } //攻击监听. protected override int OnLaunchSkillOver(GameSkill info, XmdsCommonServer.Plugin.XmdsVirtual attacker, CommonAI.Zone.Instance.InstanceUnit.SkillState state) { if (state.Data.ID == SkillID) { // 2个效果必须分开加,否则抵挡过1次控制后,加速也没了. // 加速buff. base.OnLaunchSkillOver(info, attacker, state); // 免控1次buff. BuffTemplate bt = attacker.GetRegistBuff(Buff_ID); bt.LifeTimeMS = 5000; attacker.mUnit.AddBuff(Buff_ID, attacker.mUnit); } return 0; } protected override void OnInitSkillParam() { base.OnInitSkillParam(); } } }