| 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);
 
-             }
 
-         }
 
-     }
 
- }
 
 
  |