using GameLogic.Combat.CombatTool; using GameLogic.Combat.Hero; namespace GameLogic.Combat.Skill { /// /// 两仪决 前后方法宝如果相生则双发效果增强(10%),(具体效果值取决于技能) /// 不相生的功法也会有效果,效果减少50%,相克的功法效果减少70% /// public class S2004 : SkillBasic { protected override void ProUseSkill() { } protected override void ProActiveSkill() { if (index <= 0) { return; } SkillBasic a = CombatHeroEntity.CombatHeroSkillControl.This() .GetSkillQueueForIndex(index - 1); SkillBasic b = CombatHeroEntity.CombatHeroSkillControl.This() .GetSkillQueueForIndex(index + 1); if (a == null || b == null) { return; } bool isSymbiosis = CombatCalculateTool.Instance.IsSymbiosis(a.wuXingType, b.wuXingType); if (isSymbiosis) { a.IntensifyingEffect(SelfSkillConfig.effectValue[0]); b.IntensifyingEffect(SelfSkillConfig.effectValue[0]); } else if (SelfSkillConfig.level >= 5) { float v = SelfSkillConfig.effectValue[0]; bool IsRestrain = CombatCalculateTool.Instance.IsRestrain(a.wuXingType, b.wuXingType); if (IsRestrain) { v *= 0.5f; } else { v *= 0.7f; } a.IntensifyingEffect(v); b.IntensifyingEffect(v); } } } }