Пример #1
0
 //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);
 }
Пример #2
0
 //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);
 }
Пример #3
0
 //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);
 }
Пример #4
0
 //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);
 }
Пример #5
0
    //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);
    }
Пример #6
0
 //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);
 }
Пример #7
0
 //kawayi
 public bool skill_100016(FightHero source, FightHero target)
 {
     BuffManager.AddAndUpdateBuff(source, target, BuffClass.CanUsePassiveSkill);
     return(true);
 }
Пример #8
0
 //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);
 }