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- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero;
- namespace GameLogic.Combat.Skill
- {
- /// <summary>
- /// 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)
- /// 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%
- /// </summary>
- public class S2004 : SkillBasic
- {
- protected override void ProUseSkill()
- {
- }
- protected override void ProActiveSkill()
- {
- if (index <= 0)
- {
- return;
- }
- SkillBasic a = CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>()
- .GetSkillQueueForIndex(index - 1);
- SkillBasic b = CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>()
- .GetSkillQueueForIndex(index + 1);
- if (a == null || b == null)
- {
- return;
- }
- bool isSymbiosis = CombatCalculateTool.Instance.IsSymbiosis(a.wuXingType, b.wuXingType);
- if (isSymbiosis)
- {
- a.IntensifyingEffect(SelfSkillConfig.effectValue[0]);
- b.IntensifyingEffect(SelfSkillConfig.effectValue[0]);
- }
- else if (SelfSkillConfig.level >= 5)
- {
- float v = SelfSkillConfig.effectValue[0];
- bool IsRestrain = CombatCalculateTool.Instance.IsRestrain(a.wuXingType, b.wuXingType);
- if (IsRestrain)
- {
- v *= 0.5f;
- }
- else
- {
- v *= 0.7f;
- }
- a.IntensifyingEffect(v);
- b.IntensifyingEffect(v);
- }
- }
- }
- }
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