using GameLogic.Combat.CombatTool; using GameLogic.Player; namespace GameLogic.Combat.Buff { /// /// 放血buff 敌人受到一次大量{0}%金属性伤害,后续流血伤害提升{1}%,持续{2}秒。持续期间不在受到流血带来的放血 /// public class b_1012 : BuffBasic { protected override void ProUpdateEffect() { FangXue(); } public void FangXue() { long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(source.CurrCombatHeroInfo.attack.Value, buffInf.BuffConfig.effectValue[0]); CombatCalculateTool.Instance.Harm(source, combatHeroEntity, harm, AttType.Buff, _triggerData, WuXingType.Gold); _currTime = 0; } } }