import SKDataUtil from "../../gear/SKDataUtil"; import GameUtil from "../../core/GameUtil"; import {ESkillType, EMagicType, ESkillQuality, EAttrTypeL1} from "../../role/EEnum"; import SkillBase from "../core/SkillBase"; export default class LingXvYvFeng extends SkillBase { constructor() { super(); this.skill_id = ESkillType.LingXvYvFeng; this.skill_name = '凌虚御风'; this.effectMap = { [EAttrTypeL1.K_PHY_GET]: { add: -50, index: 0 }, [EAttrTypeL1.PHY_GET]: { add: -50, index: 1 }, }; this.skill_type = EMagicType.PHYSICS; 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 profic = params.profic || 0; let braek = params.braek || 0; let atk = params.atk || 0; let po = params.po || 0; let polv = params.polv || 0; let ret = SKDataUtil.clone(GameUtil.skillEffect); let ahurt = Math.floor(55 * level * (profic ** 0.2 * 2.8853998 / 200 + 1) + Math.floor(50 * relive * (profic * 0.1 * 2 / 280 + 1))); let pohurt = 0; let randkb = 1; if (randkb < polv * 100) { pohurt = Math.floor(ahurt * (po/20)); } ret.hurt = ahurt+(ahurt*braek/100)+pohurt+ atk/2; return ret; } }