| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455 | using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;namespace GameLogic.Combat.Skill{    /// <summary>    /// 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%    /// </summary>    public class S2004 : SkillBasic    {        protected override void ProUseSkill()        {        }        protected override void ProActiveSkill()        {            if (index <= 0)            {                return;            }            SkillBasic a = CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>()                .GetSkillQueueForIndex(index - 1);            SkillBasic b = CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>()                .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);            }        }    }}
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