import SKDataUtil from "../../gear/SKDataUtil"; import GameUtil from "../../core/GameUtil"; import {ESkillType, EMagicType, ESkillQuality, EActionOn, EAttrTypeL1, EBuffType} from "../../role/EEnum"; import SkillBase from "../core/SkillBase"; export default class ZeBeiWanWu extends SkillBase { constructor() { super(); this.skill_id = ESkillType.ZeBeiWanWu; this.skill_name = '泽被万物'; this.skill_type = EMagicType.ZhiYu; this.buff_type = EBuffType.LOOP; this.quality = ESkillQuality.HIGH; this.act_on = EActionOn.SELF; } getEffect(params:any=null):any{ let level = params.level || 0; let relive = params.relive || 0; let qinmi = params.qinmi || 0; let cure = params.cure || 0; let maxhp = params.maxhp || 0; let profic = params.profic || 0; let nilin = params.nilin || 0; let ret = SKDataUtil.clone(GameUtil.skillEffect); let addhp = Math.floor(60 * level * (profic ** 0.4 * 2.8853998 / 200 + 1)); ret.round = 2; ret.cnt = 7; if(nilin > 0){ ret.cnt = 8; ret.hp = addhp+addhp*cure/100+maxhp/10 + 10000; }else{ ret.hp = addhp+addhp*cure/100+maxhp/10; } return ret; } }