import GameUtil from "../../core/GameUtil"; import SkillBase from "../core/SkillBase"; import SKDataUtil from "../../gear/SKDataUtil"; import Buff from "../../skill/core/Buff"; import SkillUtil from "../../skill/core/SkillUtil"; import SKLogger from "../../gear/SKLogger"; import {ESkillType,EActionOn, EMagicType, EActionType, ESkillQuality} from "../../../game/role/EEnum"; //天降流火 export default class TianJiangLiuHUo extends SkillBase { constructor() { super(); this.skill_id = ESkillType.TianJiangLiuHUo; this.skill_name = '天降流火'; this.skill_type = EMagicType.PHYSICS; this.action_type = EActionType.PASSIVE; this.kind = ESkillType.TianJiangLiuHUo; this.quality = ESkillQuality.HIGH; this.act_on = EActionOn.ENEMY;// 技能作用于 0 all 1 敌人 2 自己人 } 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 = SKDataUtil.random(1,Math.floor(Math.pow(qinmi,0.166666666666666666) * 10 / (100 + relive * 20)* 10 ));//1000万亲密9个目标 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; } }