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,EBuffType, EActionType, ESkillQuality} from "../../../game/role/EEnum"; //泽披八方 export default class piZeBaFang extends SkillBase { constructor() { super(); this.skill_id = ESkillType.piZeBaFang; this.skill_name = '泽披八方'; this.skill_type = EMagicType.DEFENSE; this.action_type = EActionType.INITIATIVE; this.kind = ESkillType.piZeBaFang; this.quality = ESkillQuality.HIGH; this.act_on = EActionOn.SELF;// 技能作用于 0 all 1 敌人 2 自己人 this.buff_type = EBuffType.LOOP; } 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 addkongzhi = Math.floor(60 * level * (profic ** 0.4 * 2.8853998 / 200 + 1)); SKLogger.debug('召唤兽控制抗性+ :'+Math.floor(60 * level * (profic ** 0.4 * 2.8853998 / 200 + 1))) ret.round = 3;//持续3回合 ret.cnt = 3;//给己方3个非死亡单位施加庇护状态 if(nilin > 0){ ret.cnt = 8; ret.kongzhi = addkongzhi+addkongzhi*cure/100+maxhp/10 + 10000; }else{ ret.kongzhi = addkongzhi+addkongzhi*cure/100+maxhp/10; } return ret; } }