| | |
| | | } |
| | | return config.nums[_num - 48]; |
| | | } |
| | | |
| | | public static bool IsHealing(HB427_tagSCUseSkill.tagSCUseSkillHurt hurt) |
| | | { |
| | | return ((hurt.AttackTypes & (int)ServerDamageType.Recovery) != 0 || |
| | | (hurt.AttackTypes & (int)ServerDamageType.DamageReverse) != 0) && |
| | | (hurt.AttackTypes & (int)ServerDamageType.Damage) == 0 && |
| | | (hurt.AttackTypes & (int)ServerDamageType.Realdamage) == 0 && |
| | | (hurt.AttackTypes & (int)ServerDamageType.SuckHpReverse) == 0 && |
| | | (hurt.AttackTypes & (int)ServerDamageType.SelfHarm) == 0; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 将整个技能的总伤害按命中次数和分段配置分配 |