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- using CommonAI.Data;
- using CommonAI.Zone;
- using CommonAI.Zone.Formula;
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- using System.Threading.Tasks;
- using XmdsCommon.Plugin;
- using XmdsCommonServer.Plugin;
- using XmdsCommonServer.XLS.Data;
- using XmdsCommonSkill.Plugin.Skills;
- namespace XmdsCommonSkill.Plugin.CardSkill
- {
- /// <summary>
- /// 雷击,造成a%攻击力单体伤害,并扣除敌人部分定力。雷击每次打中敌人后有x%的概率(对定力小于50%的敌人概率翻倍。)
- /// 额外触发一次b%攻击力的范围雷击造成伤害(根据白虎球数2/3/4,对应连续单体伤害数量1/3/5)(范围雷击不会再触发雷击)。
- /// </summary>
- public class CardSkill_1320020 : CardSkill_BaiHuBase
- {
- private static readonly int ID = 1320020;
- public override int SkillID { get { return ID; } }
- //多种不同形态法术id
- protected static XmdsSkillValue s_TalentData;
- // 伤害系数
- protected static XmdsSkillValue s_ValueSet1;
- // 额外扣除定力值
- protected static XmdsSkillValue s_ValueSet2;
- // N1概率触发额外逻辑,定力小于N2概率翻倍
- protected static XmdsSkillValue s_ValueSet3;
- // 触发额外触发伤害为N1的法术N2
- protected static XmdsSkillValue s_ValueSet4;
- protected override void OnInit(GameSkill info, XmdsVirtual unit, ref SkillTemplate template)
- {
- base.OnInit(info, unit, ref template);
- unit.RegistOnHitOther(OnHandleHitOther, info);
- }
- protected override void OnGetCardSkillDamage(BattleParams param)
- {
- if (param.AtkProp.DamageModiferID <= 3)
- {
- param.SkillDamagePer = s_ValueSet1.GetValue(param.GameSkill.SkillLevel, param.AtkProp.DamagePerID);
- }
- else
- {
- param.SkillDamagePer = s_ValueSet4.GetValue(param.GameSkill.SkillLevel, base.GetIndex2(1));
- }
- // 扣除定力
- param.Hitter.AddMP(-s_ValueSet2.GetValue(param.GameSkill.SkillLevel, base.GetTriggerSameCards() - 1), param.Attacker.mUnit, param.Source);
- }
- public override void OnTriggerCardSkill(XmdsVirtual player, XmdsVirtual hitter, AttackSource source, CardSkillData skillData, int sameNums)
- {
- base.unitLaunchSpell(player, hitter, s_TalentData.GetValue(skillData.skilLv, sameNums - 1));
- }
- protected float OnHandleHitOther(float damage, XmdsVirtual hitted, XmdsVirtual attacker, AttackSource source,
- ref XmdsVirtual.AtkResult result, DamageType damageType, GameSkill skill, ref bool isEndDispatch)
- {
- //额外雷击没有伤害
- if(source != null && source.FromSpell != null && source.FromSpell.ID >= s_ValueSet4.GetValue(skill.SkillLevel, base.GetIndex2(2)))
- {
- return damage;
- }
- int rateValue = s_ValueSet3.GetValue(skill.SkillLevel, base.GetIndex2(1));
- float specialShield = s_ValueSet3.GetValue(skill.SkillLevel, base.GetIndex2(2)) * XmdsUnitProp.PER;
- if (hitted.mUnit.MaxMP > 0 && hitted.mUnit.CurrentMP / hitted.mUnit.MaxMP >= specialShield)
- {
- rateValue *= 2;
- }
- if(attacker.RandomPercent(rateValue))
- {
- base.unitLaunchSpell(attacker, hitted, s_ValueSet4.GetValue(skill.SkillLevel, base.GetIndex2(2)));
- }
- return damage;
- }
- protected override void OnInitSkillParam()
- {
- XmdsSkillData data = XmdsDataMgr.GetInstance().GetXmdsSkillData(this.SkillID);
- InitData(data, out s_TalentData, XmdsSkillData.XmdsSkillDataKey.TalentData);
- InitData(data, out s_ValueSet1, XmdsSkillData.XmdsSkillDataKey.ValueSet);
- InitData(data, out s_ValueSet2, XmdsSkillData.XmdsSkillDataKey.ValueSet2);
- InitData(data, out s_ValueSet3, XmdsSkillData.XmdsSkillDataKey.ValueSet3);
- InitData(data, out s_ValueSet4, XmdsSkillData.XmdsSkillDataKey.ValueSet4);
- }
- }
- }
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