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- using GameLogic.Combat.CombatTool;
- using GameLogic.Player;
- namespace GameLogic.Combat.Buff
- {
- /// <summary>
- /// 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
- /// </summary>
- public class b_1012 : BuffBasic
- {
- protected override void ProUpdateEffect()
- {
- FangXue();
- }
- public void FangXue()
- {
- long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(source.CurrCombatHeroInfo.attack.Value,
- buffInf.BuffConfig.effectValue[0]);
- CombatCalculateTool.Instance.Harm(source, combatHeroEntity, harm, AttType.Buff, _triggerData,
- WuXingType.Gold);
- _currTime = 0;
- }
- }
- }
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