//变身 public bool skill_100013(FightHero source, FightHero target) { if (source.CardGroup.DarkCount == 0) { return(true); } BuffManager.AddAndUpdateBuff(source, source, BuffClass.Translation); return(false); }
//祈灵术 public bool skill_100012(FightHero source, FightHero target) { if (source.CardGroup.DarkCount == 0) { return(true); } BuffManager.AddAndUpdateBuff(source, source, BuffClass.SpiritOfPrayer); return(false); }
//恭候黄泉路 public bool skill_100009(FightHero source, FightHero target) { //对敌人造成其当前生命值10%的伤害并标记目标。10S后,印记会触发,造成 //(1加上在印记激活期间所造成的所有伤害总和的45%)风元素伤害。(该标记属于负面状态,可以被魔免清除) FightCtrl.AllCaculation.DamageCaculation(float.Parse(NewFightConfig.ExcelDictionaryDefine.BuffDict["Zed"].BuffValue2) * target.CurHp, source, target, DamageResource.CollateralDamage, DamageType.Real); BuffManager.AddAndUpdateBuff(source, target, BuffClass.Zed); return(false); }
//花舞 public bool skill_100003(FightHero source, FightHero target) { //受到火属性伤害时,对敌人施加一层持续10S的弱化效果 if (source.FinalDamageElemType == ElementType.Fire) { BuffManager.AddAndUpdateBuff(source, target, BuffClass.Weaken); return(false); } return(true); }
//彼岸花开 public bool skill_100006(FightHero source, FightHero target) { //使用手牌时,赋予敌人一层标记,(标记持续时间10S,获得新的标记时会刷新持续时间),标记达到3层时赋予敌人10S的易伤, //自身获得10S的强化(最大层数时无法获得新的标记,无法刷新持续时间,该标记属于负面状态,可以被魔免清除) if (source.CardGroup.DarkCount + source.CardGroup.FireCount + source.CardGroup.WaterCount + source.CardGroup.ThunderCount + source.CardGroup.EarthCount + source.CardGroup.WindCount == 0) { return(true); } BuffManager.AddAndUpdateBuff(source, target, BuffClass.SnowDrift); if (target.BuffDictionary[BuffClass.SnowDrift].Tier >= 3) { return(false); } return(true); }
//烈破 public bool skill_100004(FightHero source, FightHero target) { //20S内,造成最终伤害提升20%,受到最终伤害提升10% BuffManager.AddAndUpdateBuff(source, source, BuffClass.BerserkersBlood); return(false); }
//kawayi public bool skill_100016(FightHero source, FightHero target) { BuffManager.AddAndUpdateBuff(source, target, BuffClass.CanUsePassiveSkill); return(true); }
//逢魔时刻 public bool skill_100010(FightHero source, FightHero target) { //获得一层持续10S的强化 BuffManager.AddAndUpdateBuff(source, source, BuffClass.Strengthen); return(false); }