광폭화 버프, 디버프, 이펙트 적용
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 8f189b1c85ec8ec47a3b65e576f120d1
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -3,6 +3,15 @@ using UnityEngine;
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public class Skill_Berserk : ProjectileBase
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{
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[Header("치명타 확률 증가량")]
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public float cri = 0.2f;
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[Header("공격속도 증가량")]
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public float attackspeed = 0.3f;
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[Header("방어력 감소량")]
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public int defdown = 10;
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[Header("마법저항력 감소량")]
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public int mdefdown = 10;
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public override void Set(ProjectileData _data)
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{
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base.Set(_data);
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@ -11,12 +20,20 @@ public class Skill_Berserk : ProjectileBase
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IEnumerator Co_Update()
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{
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// 하울링 이펙트
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var time = m_ProjectTileData.Get_SkillDamagePercent();
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if (time <= 0f) time = 5f; // TODO 정인호 : 테스트
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// 이펙트
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InGameInfo.Ins.Show_Effect("Effect_Howling", m_ProjectTileData.target.Get_Center_position());
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InGameInfo.Ins.Show_Effect("Effect_Berserk", m_ProjectTileData.target, eEffectLocation.Mid, time);
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// 커짐
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m_ProjectTileData.target.Set_ScaleControl(false);
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m_ProjectTileData.target.Buff_or_Debuff(eCC.Cri_Up, time, cri);
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m_ProjectTileData.target.Buff_or_Debuff(eCC.ATK_Up, time, attackspeed);
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m_ProjectTileData.target.Buff_or_Debuff(eCC.DEF_Down, time, defdown);
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m_ProjectTileData.target.Buff_or_Debuff(eCC.M_DEF_Down, time, mdefdown);
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// Off & 원래대로 돌아오기
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yield return new WaitForSeconds(m_ProjectTileData.m_SkillListTableData.f_ExtraValue1);
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yield return new WaitForSeconds(time);
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m_ProjectTileData.target.Set_ScaleControl(true);
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Off(true);
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}
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}
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@ -173,7 +173,8 @@ public class DamageInfo
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}
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else
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{
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var addcri = Get_AddValue(eAddExtraType.AddCri_byTonado) + Get_AddValue(eAddExtraType.AddCri_byFireBall);
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var addcri = Get_AddValue(eAddExtraType.AddCri_byTonado) + Get_AddValue(eAddExtraType.AddCri_byFireBall) +
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Beater.Get_CCData(eCC.Cri_Up).CCDmg;
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Critical = forceCri || DSUtil.RandomTrue((float)statinfo.Get_Stat(eStat.CRI) + addcri) ? eStat.CRI : eStat.None;
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if (Critical == eStat.CRI)
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{
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@ -10,6 +10,7 @@ public enum eSpawnerType { Random, Order, Phase, PhaseAllKill }
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public enum eAnim { Idle, Run, Die, Hit, Dodge, Attack, Attack2, Attack3, Attack4, Skill }
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public enum eCC { BossDamage, MobDamage, PiercingBuff, ATK_Up, ATKSPD_Up, MOVSPD_Up, ATKSPD_Down, MOVSPD_Down, DEF_Down, M_DEF_Down, // 움직임 자유
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STR_Mul_Up, DEX_Mul_Up, INT_Mul_Up, LUK_Mul_Up, Burn, Blooding, Poison, ManaShield, MPRecoverTime, // 움직임 자유
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Cri_Up,
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Freeze, Attract, KnockedAirborne, KnockBack, Stun, // 움직임 제한
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