Magic_310100.cs 4.2 KB

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  1. using CommonAI.data;
  2. using CommonAI.Zone;
  3. using CommonAI.Zone.Helper;
  4. using CommonAI.Zone.Instance;
  5. using CommonLang;
  6. using XmdsCommon.Plugin;
  7. using XmdsCommonServer.Plugin;
  8. using XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator;
  9. using XmdsCommonServer.XLS.Data;
  10. using XmdsCommonSkill.Plugin.Buffs;
  11. using XmdsCommonSkill.Plugin.Skills;
  12. using static CommonAI.Zone.Instance.InstanceUnit;
  13. /// <summary>
  14. /// 法师【1】技能 1 基类
  15. ///1技能段数与剑气值以及剑气层有关联。第一部分只有一段(2-3下相同的法术及伤害填值),释放后会出现第二部分的图标,持续n秒。
  16. ///如果此时有足够的剑气,那么第二部分的图标会亮,持续时间T秒,不释放则进入cd图标。二部分的法术段数与剑气层数有关,1层n段,伤害为N1 2层n2段伤害N2,3层n3段伤害N3)
  17. ///释放第二部分技能,需要消耗剑气能量n%(生成剑影依旧是整个技能就1个) (每一段里面的法术次数不同,但数值填值为一个,而伤害值可以填成每多一层是递增n%来填)
  18. ///特殊写法,后面坚决不接这种单,
  19. ///第一动作: 基础动作
  20. ///第二动作: 剑气0层
  21. ///第三动作:剑气一层
  22. ///第四动作: 剑气二层
  23. ///第五动作:剑气三层
  24. /// </summary>
  25. ///
  26. namespace XmdsCommonSkill.Plugin.Skills.Magic
  27. {
  28. public class Magic_310100 : XmdsSkillBase
  29. {
  30. /// 技能ID.
  31. private static int ID = 310100;
  32. public override int SkillID { get { return ID; } }
  33. //固定值_百分比
  34. protected XmdsSkillValue mValueSet1;
  35. //基础二段需要剑气值,伤害1,伤害2,伤害3
  36. protected XmdsSkillValue mValueSet8;
  37. //是否有第二段
  38. protected long mIsHasNextValidTime;
  39. //释放时剑气等级
  40. protected int mLaunchTalentLv;
  41. protected override void OnInit(GameSkill info, XmdsVirtual unit, ref SkillTemplate template)
  42. {
  43. }
  44. protected override void OnSkillDamagePerEvent(BattleParams param)
  45. {
  46. param.SkillDamageAdd = mValueSet1.GetValue(param.GameSkill.SkillLevel, param.AtkProp.DamagePerID);
  47. param.SkillDamagePer = mValueSet1.GetValueExt(param.GameSkill.SkillLevel, param.AtkProp.DamagePerID);
  48. }
  49. protected override bool OnUnitLaunchSkillEvent(GameSkill info, ref InstanceUnit.SkillState skill, XmdsVirtual launcher, ref InstanceUnit.LaunchSkillParam param)
  50. {
  51. IPlayerCache cache = launcher.GetPlayerCache();
  52. if(cache == null)
  53. {
  54. return true;
  55. }
  56. if (CommonLang.CUtils.localTimeMS < this.mIsHasNextValidTime)
  57. {
  58. skill.LockActionStep = -1;
  59. skill.SetActionIndex(0);
  60. int talentLv = launcher.GetPlayerCache().GetTalentLv();
  61. skill.setMaxMutilStep(1 + talentLv);
  62. }
  63. else
  64. {
  65. skill.LockActionStep = 0;
  66. }
  67. return true;
  68. }
  69. protected override int OnUnitLaunchSkillOver(GameSkill info, XmdsCommonServer.Plugin.XmdsVirtual launcher, CommonAI.Zone.Instance.InstanceUnit.SkillState state)
  70. {
  71. IPlayerCache cache = launcher.GetPlayerCache();
  72. if (cache == null)
  73. {
  74. return 0;
  75. }
  76. if (CommonLang.CUtils.localTimeMS < this.mIsHasNextValidTime)
  77. {
  78. this.mIsHasNextValidTime = 0;
  79. state.IsInMutilTime = false;
  80. state.LogicToCD();
  81. //释放了第二段:扣除剑气值
  82. launcher.GetPlayerCache().UseTalentValue(mValueSet8.GetValue(info.SkillLevel, 1));
  83. }
  84. else
  85. {
  86. int talentValue = launcher.GetPlayerCache().GetTalentValue();
  87. if (talentValue < mValueSet8.GetValue(info.SkillLevel, 1))
  88. {
  89. state.IsInMutilTime = false;
  90. state.LogicToCD();
  91. }
  92. else
  93. {
  94. state.SetCodeControlNext();
  95. state.IsInMutilTime = true;
  96. this.mIsHasNextValidTime = CommonLang.CUtils.localTimeMS + state.Data.SingleActionCoolDownMS;
  97. //第二段需要的等级,在这个时候绑定一下
  98. //System.Console.WriteLine("剑气等级:" + cache.GetTalentLv());
  99. mLaunchTalentLv = cache.GetTalentLv();
  100. }
  101. }
  102. return 0;
  103. }
  104. protected override void OnInitConfig()
  105. {
  106. XmdsSkillData data = XmdsDataMgr.GetInstance().GetXmdsSkillData(ID);
  107. InitData(data, out mValueSet1, XmdsSkillData.XmdsSkillDataKey.ValueSet);
  108. // 扩展配置
  109. InitData(data, out mValueSet8, XmdsSkillData.XmdsSkillDataKey.ValueSet8);
  110. }
  111. }
  112. }