import SkillBase from "../core/SkillBase"; import GameUtil from "../../core/GameUtil"; import SKDataUtil from "../../gear/SKDataUtil"; import { EMagicType, ESkillQuality, ESkillType } from "../../role/EEnum"; export default class LuoRiRongJin extends SkillBase { constructor() { super(); this.skill_id = ESkillType.LuoRiRongJin; this.skill_name = '落日熔金'; this.skill_type = EMagicType.GHOST_FIRE; 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 guihuo = params.guihuo || 0; let profic = params.profic || 0; let deadnum = params.deadnum || 0; let ret = SKDataUtil.clone(GameUtil.skillEffect); let hurt = Math.floor(45 * level * (profic ** 0.4 * 2.8853998 / 200 + 1) * (1 + guihuo / 100)); if (deadnum > 0) { hurt = hurt * (1 + deadnum * 0.2); } ret.hurt = hurt; return ret; } }