import { EAttrTypeL1 } from "../../../core/EEnum"; import SkillBase, { ActionType, ESkillQuality, ESkillType } from "../core/SkillBase"; import FactionTalent from "../../../FactionTalent"; import SKDataUtil from "../../../gear_2.3.4/util/SKDataUtil"; // 乾光・把玩 export default class QianGuang1 extends SkillBase { constructor() { super(); this.id = ESkillType.QianGuang1; this.name = "乾光"; this.icon = "qg"; this.effectDesc = "增加抗鬼火、抗毒、抗三尸、物理吸收"; this.effectMap = { [EAttrTypeL1.K_WILDFIRE]: { add: 7, index: 0 }, [EAttrTypeL1.K_POISON]: { add: 7, index: 1 }, [EAttrTypeL1.K_BLOODRETURN]: { add: 7, index: 2 }, [EAttrTypeL1.PHY_GET]: { add: 7, index: 3 } }; this.action_type = ActionType.PASSIVE; this.quality = ESkillQuality.LOW; } getDetail(info = null):string{ let factionTalentLevel = FactionTalent.Instance.factionTalentLevel; let addition = factionTalentLevel * 0.1 if(info){ addition = SKDataUtil.toDecimal2((1 + (info.addition / 10)) * addition); } return `增加${addition}%抗鬼火、抗毒、抗三尸、物理吸收`; } }