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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- using CommonAI.Zone;
- using XmdsCommon.Plugin;
- using XmdsCommonServer.Plugin;
- using XmdsCommonSkill.Plugin.Buffs;
- using CommonAI.Zone.Instance;
- using XmdsCommonServer.XLS.Data;
- using CommonAI.Data;
- namespace XmdsCommonSkill.Plugin.Skills.Assassin
- {
- /// <summary>
- /// 闷棍: 偷袭敌人,造成x倍物攻伤害。若敌人在非战斗状态中,将被瘫痪x秒;若敌人在战斗状态中,则只有x%概率会被瘫痪.
- /// </summary>
- public class Assassin_202040 : XmdsSkillBase
- {
- public static int ID = 202040;
- /// 伤害倍数.
- public static XmdsSkillValue DP_1;
- public static int Buff_1 = (int)XmdsBuffBase.XmdsBuffList.TAN_HUAN;
- /// 战斗状态敌人,触发瘫痪几率(配表,可升级).
- public static XmdsSkillValue Buff_Rate_Up;
- public override int SkillID { get { return ID; } }
- protected override void OnSkillDamagePerEvent(BattleParams param)
- {
- int ret = CalDamagePer(DP_1, param.GameSkill.SkillLevel);
- param.SkillDamagePer = ret;
- }
- protected override void OnSkillLogicEvent(BattleParams param)
- {
- bool f = true;
- //战斗状态有概率被瘫痪.
- if (param.Hitter.CombatState != BattleStatus.None)
- {
- f = param.Attacker.RandomPercent(this.GetTargetFormulaValue(param.GameSkill.SkillLevel, Buff_Rate_Up));
- }
- //非战斗状态一定被瘫痪.
- if (f)
- {
- BuffTemplate bt = param.Attacker.GetRegistBuff(Buff_1);
- bt.LifeTimeMS = 5000;
- param.Hitter.mUnit.AddBuff(Buff_1, param.Attacker.mUnit);
- }
- }
- protected override void OnInit(GameSkill info, XmdsVirtual unit, ref SkillTemplate template)
- {
- XmdsBuffPack pack = XmdsBuffFactory.GetInstance().GetXmdsBuffPack(Buff_1);
- BuffTemplate bt = pack.mBuffTemplate;
- if (bt != null)
- {
- bt.IsHarmful = true;
- pack.BindTemplateAndDispose();
- unit.RegistSendBuff(bt);
- }
- base.OnInit(info, unit, ref template);
- }
- protected override void OnInitSkillParam()
- {
- XmdsSkillData data = XmdsDataMgr.GetInstance().GetXmdsSkillData(ID);
- InitData(data, out DP_1, XmdsSkillData.XmdsSkillDataKey.DmgRate);
- InitData(data, out Buff_Rate_Up, XmdsSkillData.XmdsSkillDataKey.ValueSet);
- }
- }
- }
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