S2001.cs 1.5 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.Buff;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.Hero;
  5. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  6. namespace GameLogic.Combat.Skill
  7. {
  8. /// <summary>
  9. /// 烈焰剑 向前方发出一柄剑,对敌人造成火系伤害,对敌人施加一层灼热,比有10%概率对敌人造成1火伤势
  10. /// </summary>
  11. public class S2001: SkillBasic
  12. {
  13. protected override void ProUseSkill()
  14. {
  15. ActivationTimeLineData("lieyanjian");
  16. }
  17. protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  18. {
  19. }
  20. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity, ITimelineFxLogic timelineFxLogic,
  21. TriggerData triggerData)
  22. {
  23. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  24. effectValue[0]);
  25. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,wuXingType,
  26. HarmType.Default);
  27. int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
  28. if (odds <= effectValue[1])
  29. {
  30. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1);
  31. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  32. }
  33. }
  34. }
  35. }