32 lines
1.4 KiB
TypeScript
32 lines
1.4 KiB
TypeScript
import GameUtil from "../../core/GameUtil";
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import SkillBase from "../core/SkillBase";
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import SKDataUtil from "../../gear/SKDataUtil";
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import Buff from "../../skill/core/Buff";
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import SkillUtil from "../../skill/core/SkillUtil";
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import SKLogger from "../../gear/SKLogger";
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import {ESkillType,EActionOn, EMagicType, EActionType, ESkillQuality} from "../../../game/role/EEnum";
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//天降流火
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export default class TianJiangLiuHUo extends SkillBase {
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constructor() {
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super();
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this.skill_id = ESkillType.TianJiangLiuHUo;
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this.skill_name = '天降流火';
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this.skill_type = EMagicType.PHYSICS;
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this.action_type = EActionType.PASSIVE;
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this.kind = ESkillType.TianJiangLiuHUo;
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this.quality = ESkillQuality.HIGH;
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this.act_on = EActionOn.ENEMY;// 技能作用于 0 all 1 敌人 2 自己人
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}
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getEffect(params: any = null): any {
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let level = params.level || 0;
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let relive = params.relive || 0;
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let qinmi = params.qinmi || 0;
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let atk = params.atk || 0;
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let po = params.po || 0;
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let ret = SKDataUtil.clone(GameUtil.skillEffect);
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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
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ret.hurt = Math.floor(75 * level + atk * (relive * 0.8 + 1) + (po * atk / 100) + Math.pow(qinmi,0.166666666666666666) * 10 / (100 + relive * 20));
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return ret;
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}
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} |