import SkillBase from "../core/SkillBase"; import GameUtil from "../../core/GameUtil"; import SKDataUtil from "../../gear/SKDataUtil"; import {EAttrTypeL1, EMagicType, ESkillQuality, ESkillType} from "../../role/EEnum"; // 风雷万钧 export default class FengLeiWanJun extends SkillBase { constructor() { super(); this.skill_id = ESkillType.FengLeiWanJun; this.skill_name = "风雷万钧"; this.effectMap = { [EAttrTypeL1.PHY_BREAK]: { add: 0.75, index: 0 }, [EAttrTypeL1.PHY_BREAK_PROB]: { add: 0.75, index: 0 }, }; this.skill_type = EMagicType.PHYSICS; this.quality = ESkillQuality.LOW; } getEffect(params: any = null): any { let level = params.level || 0; let relive = params.relive || 0; let qinmi = params.qinmi || 0; let profic = params.profic || 0; let sweep = params.sweep || 0; let atk = params.atk || 0; let po = params.po || 0; let polv = params.polv || 0; let ret = SKDataUtil.clone(GameUtil.skillEffect); let addhurt = Math.floor(55 * level * (profic ** 0.3 * 2.8853998 / 200 + 1) + Math.floor(50 * relive * (profic * 0.1 * 2 / 280 + 1))); let pohurt = 0; let randkb = GameUtil.random(0, 10000); if (randkb < polv * 100) { pohurt = Math.floor(addhurt * (po/20)); } ret.hurt = addhurt+(addhurt*sweep/100)+atk/2+pohurt; return ret; } }