import GameUtil from "../../../game/core/GameUtil"; import { ESkillType, EMagicType, EActionType, EBuffType, ESkillQuality } from "../../../game/role/EEnum"; import SKDataUtil from "../../gear/SKDataUtil"; import SkillBase from "../core/SkillBase"; // 荼蘼花开 export default class TuMiHuaKai extends SkillBase { constructor() { super(); this.skill_id = ESkillType.TuMiHuaKai; this.skill_name = '荼蘼花开'; this.skill_type = EMagicType.PHYSICS; this.action_type = EActionType.INITIATIVE; this.buff_type = EBuffType.ONCE; this.kind = ESkillType.TuMiHuaKai; this.quality = ESkillQuality.LOW; } getEffect(params: any = null): any { let level = params.level || 0; let relive = params.relive || 0; let qinmi = params.qinmi || 0; let po = params.po || 0; let atk = params.atk || 0; let maxhp = params.maxhp || 0; let ret = SKDataUtil.clone(GameUtil.skillEffect); let cnt = 3; ret.round = 2; ret.cnt = cnt; ret.hurt = Math.floor(90 * level + atk * (relive * 0.4 + 1)*0.7 + maxhp / 100 * 6 * (relive * 0.6 + 1) * (Math.pow(level,0.4) / 10 + Math.pow(qinmi,0.166666666666666666) * 10 / (100 + relive * 20))); //Math.floor(55 * level + atk * (relive * 0.4 + 1)*0.65 + (po * atk / 100)*0.6 + Math.pow(qinmi,0.166666666666666666) * 10 / (100 + relive * 20)); return ret; } }