Level 1
##10000
Skill #70560001
Level 1
##10000
Formulas & functions
Formula source
function CommonFun.calcBuff_180(srcUser, targetUser, a, b, c, d, lv)
if srcUser == nil or targetUser == nil then
return 0
end
local CurseAtk = srcUser:GetProperty("CurseAtk")
local CurseDef2 = targetUser:GetProperty("CurseDef")
local CurseDam = 1 + CurseAtk - CurseDef2
if CurseDam <= 0 then
CurseDam = 0
end
local StateAtk = srcUser:GetProperty("StateAtk")
local StateDef2 = targetUser:GetProperty("StateDef")
local StateDam = 1 + StateAtk - StateDef2
if StateDam <= 0 then
StateDam = 0
end
local A = (lv * a + b) * CurseDam * StateDam * CommonFun.calcAttrCurseRate(srcUser, targetUser)
if A <= 0 then
return 0
end
return A
endFormula source
function CommonFun.calcDamage_19(srcUser, targetUser, params, damageParam, logger)
local Str = srcUser:GetProperty("Str")
local Dex = srcUser:GetProperty("Dex")
local Luk = srcUser:GetProperty("Luk")
local Atk = srcUser:GetProperty("Atk")
local Num1 = srcUser:GetRunePoint(11022)
local Num2 = srcUser:GetRunePoint(11023)
local Num3 = srcUser:GetRunePoint(11024)
local Num4 = srcUser:GetRunePoint(12004)
local Num5 = srcUser:GetRunePoint(12011)
local RuneDamage = (Num1 + Num2 + Num3 + Num4 + Num5) * 0.03
local AtkPer1 = srcUser:GetProperty("AtkPer")
local AtkPer = AtkPer1 + RuneDamage
local NormalAtk = srcUser:GetProperty("NormalAtk")
NormalAtk = NormalAtk + 5 * Str
local DamIncrease = srcUser:GetProperty("DamIncrease")
local IgnoreDef = 0
local IgnoreDef1 = srcUser:GetProperty("IgnoreDef")
local IgnoreDef2 = srcUser:GetProperty("IgnoreEquipDef")
if targetUser.boss or targetUser.mini then
IgnoreDef = IgnoreDef1
else
IgnoreDef = IgnoreDef1 + IgnoreDef2
end
if 1 <= IgnoreDef then
IgnoreDef = 1
end
local Agi = srcUser:GetProperty("Agi")
local WeaponType = srcUser:GetEquipedWeaponType()
local skilllv_1 = srcUser:GetLernedSkillLevel(damageParam.skill1_id)
local skilllv_2 = srcUser:GetLernedSkillLevel(damageParam.skill2_id)
local Refine = srcUser:GetProperty("Refine")
local StateEffect = targetUser:GetProperty("StateEffect")
local bits = CommonFun.getBits(StateEffect)
local Weapon = srcUser:GetEquipedID(7)
local Def2 = targetUser:GetProperty("Def")
local DefPer2 = targetUser:GetProperty("DefPer")
local Vit2 = targetUser:GetProperty("Vit")
local VitPer2 = targetUser:GetProperty("VitPer")
local DamReduc2 = CommonFun.calcDamReDuc(srcUser, targetUser)
local RefineDamReduc = targetUser:GetProperty("RefineDamReduc")
local raceparam = CommonFun.CalcRaceParam(srcUser, targetUser, params, damageParam, logger)
local bodyparam = CommonFun.CalcBodyParam(srcUser, targetUser, params, damageParam, logger)
local elementparam = CommonFun.CalcElementParam(srcUser, targetUser, params, damageParam, logger)
local bossparam = CommonFun.CalcBossParam(srcUser, targetUser, params, damageParam, logger)
local raceparam2 = CommonFun.CalcRaceParam2(srcUser, targetUser, params, damageParam, logger)
local bodyparam2 = CommonFun.CalcBodyParam2(srcUser, targetUser, params, damageParam, logger)
local elementparam2 = CommonFun.CalcElementParam2(srcUser, targetUser, params, damageParam, logger)
local bossparam2 = CommonFun.CalcBossParam2(srcUser, targetUser, params, damageParam, logger)
local SkillRealDam = 0
if skilllv_1 <= 5 then
SkillRealDam = skilllv_1 * 20
elseif 5 < skilllv_1 and skilllv_1 <= 10 then
SkillRealDam = 100 + math.floor(Agi / 5) * ((skilllv_1 - 5) * 0.5 + 0.5)
else
SkillRealDam = 100 + (skilllv_1 - 10) * 20 + math.floor(Agi / 5) * 3 + Luk * 2
end
local AtkSpdAdd = 0
local skilllv_3 = srcUser:GetLernedSkillLevel(22)
if srcUser:HasBuffID(80082) and 10 < skilllv_3 then
AtkSpdAdd = (skilllv_3 - 10) * 120
end
local skilllv_mfzr = srcUser:GetLernedSkillLevel(3002)
local Sp = srcUser:GetProperty("Sp")
local Opening = srcUser:GetSkillOptByOption(17)
local MagicAtk = 0
if 0 < skilllv_mfzr and Opening == 0 then
MagicAtk = Sp * skilllv_mfzr * 0.2
end
local BaseAtk = Str * 2 + math.floor(Str * Str / 100) + math.floor(Dex / 5) + math.floor(Luk / 5)
local AtkFinal = ((Atk + AtkSpdAdd + NormalAtk - BaseAtk + MagicAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam * elementparam2 + BaseAtk) * raceparam * bossparam * bossparam2
local DefReduc = CommonFun.CalcDef(srcUser, targetUser)
local ShortRangeDamReduc2 = targetUser:GetProperty("ShortRangeDamReduc")
local Weapon = srcUser:GetEquipedID(7)
local RefineLv = srcUser:GetEquipedRefineLv(7)
local HolyEquip = 1
if Weapon == 40319 or Weapon == 140319 then
HolyEquip = 1 + 0.05 * RefineLv
end
if Weapon == 40360 or Weapon == 140360 then
HolyEquip = 1 + 0.05 * RefineLv
end
local A = ((AtkFinal * DefReduc * (1 - DamReduc2) + Refine + SkillRealDam) * (1 - RefineDamReduc) * (1 + DamIncrease - ShortRangeDamReduc2) - Vit2 * (1 + VitPer2)) * HolyEquip
local skillID, skillLevel = CommonFun.UnmergeSkillID(params.skillIDAndLevel)
if skillID == 5204 then
local skilllv_sishi = srcUser:GetLernedSkillLevel(5200)
A = A * (1 + skilllv_sishi * 0.05)
end
if WeaponType == 250 and CommonFun.IsInRate(skilllv_2 * 5, srcUser:GetRandom()) then
return A * 2, CommonFun.DamageType.ErLianJi
end
if bits[CommonFun.StateEffect.Dizzy] == 1 and (Weapon == 40322 or Weapon == 140322) then
return A * 1.5
end
if A <= 1 then
return 1
end
return A
endSkill JSON (Level 1)
{
"id": 70560001,
"NameZh": "诅咒攻击",
"Level": 1,
"Icon": "skill_10000",
"Cost": 0,
"Desc": [
{
"id": 10000,
"params": [
100
]
}
],
"RollType": 1,
"SkillType": "Attack",
"Camps": "Enemy",
"Launch_Range": 1.5,
"Fire_EP": 3,
"Target_EP": 3,
"Attack_EP": 3,
"Logic": "SkillLockedTarget",
"Damage": [
{
"skill1_id": 29,
"skill2_id": 179,
"type": 19
}
],
"DamTime": {
"type": 1,
"value": 1
},
"Buff": {
"enemy": [
160500
]
},
"Pvp_buff": {
"enemy": [
160500
]
},
"AttackAct": [
"attack"
],
"description": {
"chinesesimplified": "##10000",
"english": "##10000",
"german": "##10000",
"portuguese": "##10000",
"spanish": "##10000"
}
}