Monster_10330403_Passive.cs 3.8 KB

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  1. using CommonAI.Data;
  2. using CommonAI.Zone;
  3. using CommonAI.Zone.Formula;
  4. using CommonAI.Zone.Helper;
  5. using CommonLang;
  6. using XmdsCommon.Plugin;
  7. using XmdsCommonServer.Plugin;
  8. using XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator;
  9. using XmdsCommonSkill.Plugin.Buffs;
  10. using XmdsCommonSkill.Plugin.Skills;
  11. namespace XmdsCommonSkill.Plugin.PassiveSkills.Monster
  12. {
  13. /// <summary>
  14. /// 在生命低于50%时,进入狂暴状态,攻击增加x%,防御增加y%,这个效果可持续30秒(被动,无动作).
  15. /// </summary>
  16. public class Monster_10330403_Passive : XmdsPassiveSkillBase
  17. {
  18. /// <summary>
  19. ///ID.
  20. /// </summary>
  21. public static int ID = 10330403;
  22. /// <summary>
  23. /// BUFF时间.
  24. /// </summary>
  25. public static int Buff_Time = 30000;
  26. /// <summary>
  27. /// BUFF ID.
  28. /// </summary>
  29. public static int Buff_ID = 10330403;
  30. /// <summary>
  31. /// BUFF 攻击增加.
  32. /// </summary>
  33. public static int Buff_Value_1 = 1000;
  34. /// <summary>
  35. /// BUFF 防御增加.
  36. /// </summary>
  37. public static int Buff_Value_2 = 1000;
  38. public static int Condition_1 = 5000;
  39. /// <summary>
  40. /// 是否使用.
  41. /// </summary>
  42. private bool HasDone = false;
  43. private int mUUID = 0;
  44. public override int SkillID
  45. {
  46. get { return ID; }
  47. }
  48. protected override void OnInit(GameSkill skillInfo, XmdsVirtual owner)
  49. {
  50. XmdsBuffPack pack = XmdsBuffFactory.GetInstance().GetXmdsBuffPack(Buff_ID);
  51. var bufflist = pack.GetXmdsBuffList();
  52. if (bufflist.Count >= 2)
  53. {
  54. //攻击增加.
  55. var propChange = (XmdsBuff_PropChange)bufflist[0];
  56. propChange.CurentChangeType = XmdsVirtual.UnitAttributeType.Attack;
  57. propChange.CurrentValue = Buff_Value_1;
  58. propChange.IsPercent = true;
  59. //防御增加.
  60. propChange = (XmdsBuff_PropChange)bufflist[1];
  61. propChange.CurentChangeType = XmdsVirtual.UnitAttributeType.Defence;
  62. propChange.CurrentValue = Buff_Value_2;
  63. propChange.IsPercent = true;
  64. }
  65. BuffTemplate bt = pack.mBuffTemplate;
  66. bt.IsHarmful = false;
  67. bt.LifeTimeMS = Buff_Time;
  68. pack.BindTemplateAndDispose();
  69. owner.RegistSendBuff(bt);
  70. //注册招架监听.
  71. mUUID = owner.RegistOnHitDamage(OnHandleOnHitDamage, skillInfo, true);
  72. }
  73. //招架触发回调.
  74. private float OnHandleOnHitDamage(float damage, XmdsVirtual hitter, XmdsVirtual attacker, AttackSource source,
  75. ref XmdsVirtual.AtkResult result, DamageType damageType, GameSkill skill, ref bool isEndDispatch)
  76. {
  77. if (HasDone == false)
  78. {
  79. int v1 = CUtils.CastInt(hitter.mUnit.MaxHP * (Condition_1 * 1.0f / XmdsDamageCalculator.PERER));
  80. //小于指定血量.
  81. if (hitter.mUnit.CurrentHP - damage < v1)
  82. {
  83. HasDone = true;
  84. //触发技能效果.
  85. hitter.mUnit.AddBuff(Buff_ID, hitter.mUnit);
  86. CommonAI.Zone.LaunchSpell ls = new CommonAI.Zone.LaunchSpell();
  87. ls.SpellID = SkillID;
  88. //播放声音特效.
  89. hitter.mUnit.Parent.unitLaunchSpell(XmdsSkillType.none, hitter.mUnit, ls,
  90. hitter.mUnit.X, hitter.mUnit.Y, hitter.mUnit.ID);
  91. }
  92. }
  93. return damage;
  94. }
  95. protected override void OnDispose(XmdsVirtual owner)
  96. {
  97. owner.UnRegistOnHitDamage(mUUID);
  98. }
  99. }
  100. }