import { ESkillType, EAttrTypeL1, EActionType, ESkillQuality,EHorsePASV } from "../../../role/EEnum"; import SkillBase from "../../core/SkillBase"; import SKDataUtil from "../../../gear/SKDataUtil"; import GameUtil from "../../../../game/core/GameUtil"; // 胡马驰骤 export default class HuMaChiZhou extends SkillBase{ constructor() { super(); this.skill_id = ESkillType.HuMaChiZhou; this.skill_name = "胡马驰骤"; this.effectDesc = "[S]增加速度{0}%;[M]{1}%概率使对方进入减速状态;[M]速度降低{2}%;[M]持续{3}个回合。"; this.effectMap = { [EAttrTypeL1.SPD_PERC]: {add: 2, index: 0, rsa:"HuMaChiZhou",pasv: EHorsePASV.Percenta}, [403]: {add: 1, index: 1, rsa:"HuMaChiZhou", pasv: EHorsePASV.Percentb}, [404]: {add: 1, index: 2, rsa:"HuMaChiZhou", pasv: EHorsePASV.Percentc}, [405]: {add: 2, index: 3, rsa:"HuMaChiZhou", pasv: EHorsePASV.Percentd} }; this.action_type=EActionType.PASSIVE; this.quality = ESkillQuality.LOW; } getEffect(params:any=null):any{ let growthRate = params.growthRate == undefined ? 0.755 * 1000 : params.growthRate; // 坐骑成长率 let level = params.level || 0; // 坐骑等级 let grade = params.grade || 0 // 技能等级 let ret = SKDataUtil.clone(GameUtil.skillEffect); // ret.rate = this.rsa(); // ret.sutract_speed = Math.round((2.0E-4 * (growthRate / 1000 / (1.175 + 0.0013 * grade) * (0.6 * level + 0.4 * level / 1000)) ^ 2 + 0.1 * (growthRate / 1000 / (1.175 + 0.0013 * grade) * (0.6 * grade + 0.4 * level / 1000))) * 0.6 + 0.05); // ret.round = Math.floor(2 + growthRate / 100 / 80); return ret; } }