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10411.xml
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10411.xml
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<?xml version="1.0" encoding="gb2312"?>
<Module>
<BaseModule id="10411" name="毁灭打击" element="6" type="ModuType_Skill_Active" usetype="1" addsub="Sub" sriptparam="scripts/skills/init.script" attack="1" target="1">
<!--常量条件-->
<CommonTemplate id="1">
<Expression id="1" filename="scripts/skills/skill_to_monster.script">
</Expression>
<Expression id="2" filename="scripts/skills/skill_to_person.script">
</Expression>
<Expression id="11" filename="scripts/skills/skill_to_monster_huimiedaji.script">
</Expression>
<Expression id="12" filename="scripts/skills/skill_to_person_huimiedaji.script">
</Expression>
<Expression id="3" filename="scripts/skills/deductenergy.script">
</Expression>
<!--判断最大距离-->
<Condition type="Distance" id="1">
<Check cmpfun="LessEqual" value="2"/>
</Condition>
<!--判断最小距离-->
<Condition type="Distance" id="2">
<Check cmpfun="GreaterEqual" value="1"/>
</Condition>
<!--判断目标是否可攻击-->
<Condition type="ValidObject" id="3">
<Check type="Player_Type">
<!--玩家检查值value可选
SelfPlayer_Type 表示本人
EnemyPlayer_Type 表示敌国玩家
NormalPlayer_Type 表示本国普通玩家
RedPlayer_Type 表示本国红名玩家
PurplePlayer_Type 表示本国紫名玩家
TeamPlayer_Type 表示队友
TongPlayer_Tyep 表示帮会成员-->
<Object value="EnemyPlayer_Type"/>
<Object value="NormalPlayer_Type"/>
<Object value="RedPlayer_Type"/>
<Object value="PurplePlayer_Type"/>
</Check>
</Condition>
<Condition type="ValidObject" id="4">
<!--怪物检查值value可选
Monster_Type 表示普通怪物
Npc_Type 表示NPC
Guard_Type 表示门卫
SMonster_Type 表示特殊怪物-->
<Check type="Monster_Type">
<Object value="Monster_Type"/>
<Object value="Npc_Type"/>
<Object value="Guard_Type"/>
</Check>
</Condition>
<Condition type="Script" id="5">
<Check value="scripts/skills/pksub.script"/>
</Condition>
<Condition type="Timer" id="10">
<Check flag="1"/>
</Condition>
<Condition type="Event" id="6">
<Check eventtype="ET_ExitGame" flag="2"/>
</Condition>
<Condition type="Good" id="11">
<Check object="self" place="2" pos="15" goodtype="8" cmpfun="Equal" value="1">
<CheckValue type="7" value1="1"/>
</Check>
</Condition>
<Condition type="Good" id="12">
<Check object="self" place="2" pos="15" goodtype="8" cmpfun="Equal" value="1">
<CheckValue type="7" value1="2"/>
</Check>
</Condition>
<Condition type="Buff" id="15">
<Check object="Obj_Dest" id="4248"/>
</Condition>
<Condition type="Script" id="50">
<Check value="scripts/skills/skill_dot_formonster_tizhi.script"/>
</Condition>
<Condition type="Script" id="51">
<Check value="scripts/skills/skill_dot_forperson_tizhi.script"/>
</Condition>
<Condition type="Script" id="52">
<Check value="scripts/skills/resultjudge.script"/>
</Condition>
<Condition type="BaseProperty" id="99">
<Check object="self" name="Occu" cmpfun="Equal" value="4"/>
</Condition>
<Condition type="BaseProperty" id="97">
<Check object="self" name="Occu" cmpfun="Equal" value="10"/>
</Condition>
<Condition type="BaseProperty" id="96">
<Check object="self" name="Occu" cmpfun="Equal" value="11"/>
</Condition>
<ConditionGroup id="99" mode="Mode_Or">
<ConditionID value="99"/>
<ConditionID value="97"/>
<ConditionID value="96"/>
</ConditionGroup>
<ConditionGroup id="1">
<ConditionID value="1"/>
<ConditionID value="2"/>
</ConditionGroup>
<ConditionGroup id="2" mode="Mode_Or">
<ConditionID value="3"/>
<ConditionID value="4"/>
</ConditionGroup>
<ConditionGroup id="3" mode="Mode_Or">
<ConditionID value="11"/>
<ConditionID value="12"/>
</ConditionGroup>
<ConditionGroup id="4">
<ConditionID value="5"/>
</ConditionGroup>
<ConditionGroup id="5">
<ConditionID value="6"/>
</ConditionGroup>
<ConditionGroup id="6">
<ConditionID value="3"/>
</ConditionGroup>
<ConditionGroup id="7">
<ConditionID value="4"/>
</ConditionGroup>
<ConditionGroup id="8">
<ConditionID value="9"/>
</ConditionGroup>
<ConditionGroup id="9">
<ConditionID value="15"/>
</ConditionGroup>
<ConditionGroup id="50">
<ConditionID value="50"/>
<ConditionID value="52"/>
</ConditionGroup>
<ConditionGroup id="51">
<ConditionID value="51"/>
<ConditionID value="52"/>
</ConditionGroup>
<!--作用对象目标-->
<OperatObjects type="point" id="1" position="ePos_Dest"/>
<!--作用对象自已-->
<OperatObjects type="point" id="2" position="ePos_Self"/>
</CommonTemplate>
<!--变量条件及条件组-->
<CommonTemplate id="2">
<Condition type="BaseProperty" id="9">
<Check object="self" name="Mp" cmpfun="GreaterEqual" valuename="CostMp"/>
</Condition>
</CommonTemplate>
<ComTemplate id="1"/>
<Template id="2">
<StaticParam cooldown="8000" minatkdis="1" maxatkdis="1" consmpname="CostMp" scriptparamname="ScriptParam"/>
<ComTemplate id="2"/>
<!--阶段-->
<CProcedure name="Fire">
<!--准备-->
<Step name="Begin">
<!--条件检测-->
<Do operobjid="1">
<!--可否攻击判断-->
<CondiGroup id="2" trueret="MR_Continue" falseret="MR_Modu_End">
<False>
<SendMsg type="SMT_ProcFail" range="MsgRange_Single" value="5"/>
</False>
</CondiGroup>
<CondiGroup id="4" trueret="MR_Continue" falseret="MR_Modu_End">
<False>
<SendMsg type="SMT_ProcFail" range="MsgRange_Single" value="5"/>
</False>
</CondiGroup>
<!--距离判断-->
<CondiGroup id="1" trueret="MR_Continue" falseret="MR_Modu_End">
<False>
<SendMsg type="SMT_ProcFail" range="MsgRange_Single" value="6"/>
</False>
</CondiGroup>
<CondiGroup id="8" trueret="MR_Continue" falseret="MR_Modu_End">
<False>
<SendMsg type="SMT_ProcFail" range="MsgRange_Single" value="2"/>
</False>
</CondiGroup>
<CondiGroup trueret="MR_Continue">
<True>
<DestObjsChange object="Obj_Dest" type="OP_Dest_Obj_Add"/>
<DirecChange object="Obj_Self" direction="Dir_Dest"/>
</True>
</CondiGroup>
</Do>
<Do operobjid="2">
<!--装备类型判断-->
<CondiGroup id="3" trueret="MR_Continue" falseret="MR_Modu_End">
<False>
<SendMsg type="SMT_ProcFail" range="MsgRange_Single" value="9"/>
</False>
</CondiGroup>
<CondiGroup id="99" trueret="MR_Continue" falseret="MR_Modu_End">
<False>
<SendMsg type="SMT_ProcFail" range="MsgRange_Single" value="7"/>
</False>
</CondiGroup>
<CondiGroup id="8" trueret="MR_Continue" falseret="MR_Modu_End">
<False>
<SendMsg type="SMT_ProcFail" range="MsgRange_Single" value="2"/>
</False>
</CondiGroup>
<CondiGroup trueret="MR_Continue">
<True>
<RegisterEvent flag="2" name="ET_ExitGame"/>
<CooldownChange object="Obj_Self" type="OP_TS_Self" value="8000"/>
<CooldownChange object="Obj_Self" type="OP_TS_Act" value="1200"/>
<RegisterTimer object="Obj_Self" flag="1" future="800" intel="0" count="0"/>
<SendMsg object="Obj_Self" type="SMT_ProcBegin" range="MsgRange_Around"/>
</True>
</CondiGroup>
</Do>
</Step>
<Step name="Event">
<Do operobjid="2">
<CondiGroup id="5" trueret="MR_Modu_End" falseret="MR_Continue">
<True>
<UnRegisterTimer flag="1"/>
<UnRegisterEvent flag="2"/>
</True>
</CondiGroup>
</Do>
</Step>
<Step name="TimeOut">
<Do operobjid="1">
<CondiGroup id="6" trueret="MR_Continue" falseret="MR_Continue">
<True>
<CondiGroup id="9" trueret="MR_Continue" falseret="MR_Continue">
<True>
<Script>
<ExpressionID value="12"/>
</Script>
</True>
<False>
<Script>
<ExpressionID value="2"/>
</Script>
</False>
</CondiGroup>
</True>
</CondiGroup>
<CondiGroup id="7" trueret="MR_Continue" falseret="MR_Continue">
<True>
<CondiGroup id="9" trueret="MR_Continue" falseret="MR_Continue">
<True>
<Script>
<ExpressionID value="11"/>
</Script>
</True>
<False>
<Script>
<ExpressionID value="1"/>
</Script>
</False>
</CondiGroup>
</True>
</CondiGroup>
<CondiGroup id="4" trueret="MR_Continue" falseret="MR_Continue">
<True>
<DamageChange object="Obj_Dest" operator="Add" type="DAMAGE_TYPE_HP" valuesname="$DamageHp"/>
<DoDamage damageresvaluesname="$DamResult" blastvaluesname="$BlastResult"/>
</True>
</CondiGroup>
</Do>
<Do operobjid="2">
<CondiGroup trueret="MR_Modu_End">
<True>
<Script>
<ExpressionID value="3"/>
</Script>
<ObjectPropertyChange object="Obj_Self" name="Mp" operator="Sub" valuename="CostMp"/>
<ObjectPropertyChange object="Obj_Self" operator="Update"/>
<UnRegisterTimer flag="1"/>
<UnRegisterEvent flag="1"/>
</True>
</CondiGroup>
</Do>
</Step>
</CProcedure>
</Template>
<!--ScriptParam前面的代表技能附加伤害,后面的代表技能强度-->
<Level value="1" tempid="2">
<Variablelist name="CostMp" value="267"/>
<Variablelist name="Bufflv" value="1"/>
<Variablelist name="ScriptParam" value="200,70,0,0,0,0,8000,0"/>
</Level>
<Level value="2" tempid="2">
<Variablelist name="CostMp" value="292"/>
<Variablelist name="Bufflv" value="2"/>
<Variablelist name="ScriptParam" value="200,76,0,0,0,0,8300,0"/>
</Level>
<Level value="3" tempid="2">
<Variablelist name="CostMp" value="318"/>
<Variablelist name="Bufflv" value="3"/>
<Variablelist name="ScriptParam" value="200,82,0,0,0,0,8600,0"/>
</Level>
<Level value="4" tempid="2">
<Variablelist name="CostMp" value="344"/>
<Variablelist name="Bufflv" value="4"/>
<Variablelist name="ScriptParam" value="200,88,0,0,0,0,8900,0"/>
</Level>
<Level value="5" tempid="2">
<Variablelist name="CostMp" value="372"/>
<Variablelist name="Bufflv" value="5"/>
<Variablelist name="ScriptParam" value="200,94,0,0,0,0,9200,0"/>
</Level>
<Level value="6" tempid="2">
<Variablelist name="CostMp" value="398"/>
<Variablelist name="Bufflv" value="6"/>
<Variablelist name="ScriptParam" value="200,100,0,0,0,0,9500,0"/>
</Level>
<Level value="7" tempid="2">
<Variablelist name="CostMp" value="424"/>
<Variablelist name="Bufflv" value="7"/>
<Variablelist name="ScriptParam" value="200,106,0,0,0,0,9800,0"/>
</Level>
<Level value="8" tempid="2">
<Variablelist name="CostMp" value="451"/>
<Variablelist name="Bufflv" value="8"/>
<Variablelist name="ScriptParam" value="200,112,0,0,0,0,10100,0"/>
</Level>
<Level value="9" tempid="2">
<Variablelist name="CostMp" value="478"/>
<Variablelist name="Bufflv" value="9"/>
<Variablelist name="ScriptParam" value="200,118,0,0,0,0,10400,0"/>
</Level>
<Level value="10" tempid="2">
<Variablelist name="CostMp" value="505"/>
<Variablelist name="Bufflv" value="10"/>
<Variablelist name="ScriptParam" value="200,124,0,0,0,0,10700,0"/>
</Level>
</BaseModule>
</Module>