CardSkill_1220030.cs 2.7 KB

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  1. using CommonAI.Data;
  2. using CommonAI.Zone;
  3. using CommonAI.Zone.Formula;
  4. using System;
  5. using System.Collections.Generic;
  6. using System.Linq;
  7. using System.Text;
  8. using System.Threading.Tasks;
  9. using XmdsCommon.Plugin;
  10. using XmdsCommonServer.Plugin;
  11. using XmdsCommonServer.XLS.Data;
  12. using XmdsCommonSkill.Plugin.Buffs;
  13. namespace XmdsCommonSkill.Plugin.CardSkill
  14. {
  15. /// <summary>
  16. /// 无伤害。根据球数2/3/4,获得1/2/5层蓄势(蓄势:期间下一个3球或4球卡牌技能根据蓄势层数每层增加50%的伤害,同时清除所有蓄势效果,暂定持续30秒,叠加上限10层)
  17. /// (无伤害的不会清它。且只有3球、4球技能会触发,二球、杂球不会触发)。接下来n秒内朱雀球的产生权重减少50%(权重大幅减少,目的是让其他球的出现概率变高)
  18. /// </summary>
  19. public class CardSkill_1220030 : CardSkill_ZhuQuBase
  20. {
  21. private static readonly int ID = 1220030;
  22. public override int SkillID { get { return ID; } }
  23. //获得蓄势层数
  24. protected static XmdsSkillValue s_ValueSet1;
  25. //N秒降低白虎权重M
  26. protected static XmdsSkillValue s_ValueSet2;
  27. //蓄势时间,每层效果 -》 全部走编辑器
  28. //protected static XmdsSkillValue s_ValueSet3;
  29. protected override void OnInit(GameSkill info, XmdsVirtual unit, ref SkillTemplate template)
  30. {
  31. base.OnInit(info, unit, ref template);
  32. //var pack1 = XmdsBuffFactory.GetInstance().GetXmdsBuffPack(BUFF_STOREENERGY);
  33. //var bt1 = pack1.mBuffTemplate;
  34. //bt1.IsHarmful = false;
  35. //bt1.LifeTimeMS = s_ValueSet1.GetValue(info.SkillLevel); //固定,大于法术触发时间即可
  36. //pack1.BindTemplateAndDispose();
  37. //unit.RegistSendBuff(bt1);
  38. }
  39. public override void OnTriggerCardSkill(XmdsVirtual player, XmdsVirtual hitter, AttackSource source, CardSkillData skillData, int sameNums)
  40. {
  41. int addLayers = s_ValueSet1.GetValue(skillData.skilLv, sameNums - 1);
  42. player.mUnit.AddBuff(BUFF_STOREENERGY, player.mUnit, 0, false, false, false, 0, addLayers);
  43. player.CardModule.ChangeCardWeight(CommonAI.Data.CardType.ZhuQue, CardRateChgType.Del, s_ValueSet2.GetValue(skillData.skilLv, base.GetIndex2(2)),
  44. s_ValueSet2.GetValue(skillData.skilLv, base.GetIndex2(1)), true, -1, this.SkillID);
  45. base.AddXuShi(player, addLayers);
  46. base.unitLaunchSpell(player, hitter, this.GetEffectID(skillData.skilLv, sameNums));
  47. }
  48. protected override void OnInitSkillParam()
  49. {
  50. XmdsSkillData data = XmdsDataMgr.GetInstance().GetXmdsSkillData(this.SkillID);
  51. InitData(data, out s_ValueSet1, XmdsSkillData.XmdsSkillDataKey.ValueSet);
  52. InitData(data, out s_ValueSet2, XmdsSkillData.XmdsSkillDataKey.ValueSet2);
  53. //InitData(data, out s_ValueSet3, XmdsSkillData.XmdsSkillDataKey.ValueSet3);
  54. }
  55. }
  56. }