S2004.cs 1.8 KB

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  1. using GameLogic.Combat.CombatTool;
  2. using GameLogic.Combat.Hero;
  3. namespace GameLogic.Combat.Skill
  4. {
  5. /// <summary>
  6. /// 两仪决 前后方法宝如果相生则双发效果增强(10%),(具体效果值取决于技能)
  7. /// 不相生的功法也会有效果,效果减少50%,相克的功法效果减少70%
  8. /// </summary>
  9. public class S2004 : SkillBasic
  10. {
  11. protected override void ProUseSkill()
  12. {
  13. }
  14. protected override void ProActiveSkill()
  15. {
  16. if (index <= 0)
  17. {
  18. return;
  19. }
  20. SkillBasic a = CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>()
  21. .GetSkillQueueForIndex(index - 1);
  22. SkillBasic b = CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>()
  23. .GetSkillQueueForIndex(index + 1);
  24. if (a == null || b == null)
  25. {
  26. return;
  27. }
  28. bool isSymbiosis = CombatCalculateTool.Instance.IsSymbiosis(a.wuXingType, b.wuXingType);
  29. if (isSymbiosis)
  30. {
  31. a.IntensifyingEffect(SelfSkillConfig.effectValue[0]);
  32. b.IntensifyingEffect(SelfSkillConfig.effectValue[0]);
  33. }
  34. else if (SelfSkillConfig.level >= 5)
  35. {
  36. float v = SelfSkillConfig.effectValue[0];
  37. bool IsRestrain = CombatCalculateTool.Instance.IsRestrain(a.wuXingType, b.wuXingType);
  38. if (IsRestrain)
  39. {
  40. v *= 0.5f;
  41. }
  42. else
  43. {
  44. v *= 0.7f;
  45. }
  46. a.IntensifyingEffect(v);
  47. b.IntensifyingEffect(v);
  48. }
  49. }
  50. }
  51. }