b_1012.cs 907 B

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  1. using GameLogic.Combat.CombatTool;
  2. using GameLogic.Player;
  3. namespace GameLogic.Combat.Buff
  4. {
  5. /// <summary>
  6. /// 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
  7. /// </summary>
  8. public class b_1012 : BuffBasic
  9. {
  10. protected override void ProUpdateEffect()
  11. {
  12. FangXue();
  13. }
  14. public void FangXue()
  15. {
  16. if (combatHeroEntity == null)
  17. {
  18. return;
  19. }
  20. long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(source.CurrCombatHeroInfo.attack.Value,
  21. BuffConfig.effectValue[0]);
  22. CombatCalculateTool.Instance.Harm(source, combatHeroEntity, harm, AttType.Buff, _triggerData,
  23. WuXingType.Gold, null);
  24. _currTime = 0;
  25. }
  26. }
  27. }