import SKDataUtil from "../../gear/SKDataUtil"; import GameUtil from "../../core/GameUtil"; import { ESkillType, EActionType, ESkillQuality, EActionOn, EAttrTypeL1 } from "../../role/EEnum"; import SkillBase from "../core/SkillBase"; // 用自己的气血 换 对方的气血 export default class TianMoJieTi extends SkillBase { constructor() { super(); this.skill_id = ESkillType.TianMoJieTi; this.skill_name = '天魔解体'; this.action_type = EActionType.INITIATIVE; this.kind = ESkillType.TianMoJieTi; this.quality = ESkillQuality.LOW; this.act_on = EActionOn.ENEMY;// 技能作用于 0 all 1 敌人 2 自己人 } // useSkill(brole:any):any { // let cur = brole.getAttr(EAttrTypeL1.HP) || 0; // let max = brole.getAttr(EAttrTypeL1.HP_MAX) || 0; // let sub = Math.ceil(max * 0.95); // if (cur < sub) { // return `[${this.skill_name}]气血不足,无法释放`; // } // brole.subHP(-sub); // return ""; // } // getEffect(params:any=null):any{ let level = params.level || 0; let relive = params.relive || 0; let qinmi = params.qinmi || 0; let ret = SKDataUtil.clone(GameUtil.skillEffect); ret.hurtpre = Math.round(10.1 + 2 * (relive * 0.4 + 1) * (level ** 0.5 / 10 + qinmi ** 0.1666667 * 10 / (100 + relive * 20))) return ret; } }