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using ProtoCSStruct;
using Sog;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Battle
{
public static class Effect08
{
public static int DoEffect(BuffParam param)
{
if (param.parma == null || !param.parma.ContainsKey("dmg"))
{
// TraceLog.Trace("Effect08 no dmg param,{0}, {1}", param.buff.buffid, param.effectDesc.trigger);
return 1;
}
//long dmg = param.parma["dmg"];
//long hp = param.target.GetHpMax() * param.effectDesc.Param1[param.buff.level - 1] / 10_000;
//if(dmg >= hp)
//{
// int rand = param.battle.Random.Next(10_000);
// if(rand <= param.effectDesc.Param2[param.buff.level - 1])
// {
// if(!param.caster.param.TryGetValue("Effect08_Count", out var c))
// {
// c = 0;
// }
// if(c >= param.effectDesc.Param3[param.buff.level - 1])
// {
// param.battle.Trace("Effect08 dmg limit c={0}, max={1}", c, param.effectDesc.Param3[param.buff.level - 1]);
// return 1;
// }
// c++;
// param.caster.param["Effect08_Count"] = c;
// param.parma["dmg"] = hp;
// param.battle.Trace("Effect08 dmg from {0} to {1} ,c={2}", dmg, hp, c);
// return 0;
// }
//}
return 1;
}
}
}