public override void Excute(CharacterState cs, float mCurValue) { base.Excute(cs, mCurValue); Formula.AddAttrWith(ref cs.CharData.buffAttrs, AttrType.suck_blood, mCurValue); if (mCurRolePart.Count > 0) { cs.SetPartEffectActive(cs, mCurRolePart, true); } }
public override void Excute(CharacterState cs, float mCurValue) { base.Excute(cs, mCurValue); Formula.AddAttrWith(ref cs.CharData.buffAttrs, AttrType.attack, mCurValue); if (cs.mCurMobalId == MobaObjectID.HeroChenmo) { cs.SetPartEffectActive(cs, mCurRolePart, true); } }
public override void Reverse(CharacterState cs, float mCurValue) { base.Reverse(cs, mCurValue); Formula.AddAttrWith(ref cs.CharData.buffAttrs, AttrType.suck_blood, -1f * mCurValue); if (mCurRolePart.Count > 0) { List <SkillBuff> mCurSkillBuff = SkillBuffManager.GetInst().GetSkillBuffListByCs(cs).FindAll(a => a != this && a.node.type == node.type && a.node.buffActionType == node.buffActionType && attacker.mCurMobalId == MobaObjectID.HeroShenling && target.mCurMobalId == MobaObjectID.HeroShenling); if (mCurSkillBuff.Count == 0) { cs.SetPartEffectActive(cs, mCurRolePart, false); } } }
public override void Excute(CharacterState cs, float mCurValue) { base.Excute(cs, mCurValue); Formula.AddAttrWith(ref cs.CharData.buffAttrs, AttrType.armor, -1f * mCurValue); }
public override void Reverse(CharacterState cs, float mCurValue) { base.Reverse(cs, mCurValue); Formula.AddAttrWith(ref cs.CharData.buffAttrs, AttrType.hp, -1f * mCurValue); }
void AddAttr(CharacterData charData, int addVal, AttrType attrType) { float add = ratio * addVal * charData.battleInitAttrs[(int)attrType]; Formula.AddAttrWith(ref charData.buffAttrs, attrType, add); }