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							- using Common.Utility.CombatEvent;
 
- using Fort23.Core;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Player;
 
- namespace GameLogic.Combat.Buff
 
- {
 
-     /// <summary>
 
-     /// 感电
 
-     /// 麻痹敌人,敌人的身体受到麻痹,有{0}%*层数的概率是功法无法进入释放状态,没触发一次,消耗一半感电
 
-     /// </summary>
 
-     public class b_1018 : BuffBasic
 
-     {
 
-         protected override void ProInit()
 
-         {
 
-             CombatEventManager.Instance.AddEventListener(CombatEventType.TriggerSkillSlots, TriggerSkillSlots);
 
-         }
 
-         private void TriggerSkillSlots(IEventData eventData)
 
-         {
 
-             TriggerSkillSlotsEventData triggerSkillSlotsEventData = eventData as TriggerSkillSlotsEventData;
 
-             if (triggerSkillSlotsEventData.SkillBasic != null &&
 
-                 triggerSkillSlotsEventData.SkillBasic.CombatHeroEntity == combatHeroEntity)
 
-             {
 
-                 int triggerOdds = (int)(BuffConfig.effectValue[0] * buffCount);
 
-                 int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
 
-                 if (odds <= triggerOdds)
 
-                 {
 
-                     triggerSkillSlotsEventData.isNotUseSkill = true;
 
-                     ReduceCount(1);
 
-                 }
 
-             }
 
-         }
 
-         protected override void ProDormancyObj()
 
-         {
 
-             CombatEventManager.Instance.RemoveEventListener(CombatEventType.TriggerSkillSlots, TriggerSkillSlots);
 
-         }
 
-     }
 
- }
 
 
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