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							- using Common.Utility.CombatEvent;
 
- using Fort23.Core;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Player;
 
- using UnityEngine;
 
- namespace GameLogic.Combat.Buff
 
- {
 
-     /// <summary>
 
-     /// 鼠疫
 
-     /// 敌人受到每秒受到{0}*层数的伤害,持续期间攻击力降低{1}*层数
 
-     /// </summary>
 
-     public class b_1017 : BuffBasic
 
-     {
 
-         /// <summary>
 
-         /// 添加的攻击力
 
-         /// </summary>
 
-         private long addAtt;
 
-         protected override void ProInit()
 
-         {
 
-             _jianGe = 1;
 
-         }
 
-         protected override void UpdateJumping()
 
-         {
 
-             float harmbl = buffCount * buffInf.BuffConfig.effectValue[0];
 
-             long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(
 
-                 source.CurrCombatHeroInfo.attack.Value, harmbl);
 
-             CombatCalculateTool.Instance.Harm(source, combatHeroEntity, harm, AttType.Buff, _triggerData,
 
-                 WuXingType.Null, null, HarmType.Buff);
 
-         }
 
-         protected override void ProUpdateEffect()
 
-         {
 
-             source.CurrCombatHeroInfo.attack += addAtt;
 
-             addAtt = 0;
 
-             float addAttbl = buffCount * buffInf.BuffConfig.effectValue[1];
 
-             addAtt = CombatCalculateTool.Instance.GetVlaueRatioForLong(source.CurrCombatHeroInfo.attack.Value,
 
-                 addAttbl);
 
-             source.CurrCombatHeroInfo.attack -= addAtt;
 
-         }
 
-         protected override void ProDormancyObj()
 
-         {
 
-             source.CurrCombatHeroInfo.attack += addAtt;
 
-             addAtt = 0;
 
-         }
 
-     }
 
- }
 
 
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