import GameUtil from "../../../game/core/GameUtil"; import { ESkillType, EMagicType, EActionType, EBuffType, ESkillQuality } from "../../../game/role/EEnum"; import SKDataUtil from "../../gear/SKDataUtil"; import SkillBase from "../core/SkillBase"; // 天降脱兔 export default class TianJiangTuoTu extends SkillBase { constructor() { super(); this.skill_id = ESkillType.TianJiangTuoTu; this.skill_name = '天降脱兔'; this.skill_type = EMagicType.PHYSICS; this.action_type = EActionType.INITIATIVE; this.buff_type = EBuffType.ONCE; this.kind = ESkillType.TianJiangTuoTu; this.quality = ESkillQuality.HIGH; } getEffect(params: any = null): any { let level = params.level || 0; let relive = params.relive || 0; let qinmi = params.qinmi || 0; let atk = params.atk || 0; let po = params.po || 0; let ret = SKDataUtil.clone(GameUtil.skillEffect); ret.cnt = 3; ret.hurt = Math.floor(75 * level + atk * (relive * 0.8 + 1) + (po * atk / 100) + Math.pow(qinmi,0.166666666666666666) * 10 / (100 + relive * 20)); return ret; } }