进度 12/12

This commit is contained in:
milimoe 2024-09-13 00:01:08 +08:00
parent 3178fa0569
commit 6ce313e7c0
Signed by: milimoe
GPG Key ID: 05D280912DA6C69E
14 changed files with 175 additions and 150 deletions

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@ -16,7 +16,7 @@ namespace FunGame.Testing.Characters
c.NickName = "大島シヤ"; c.NickName = "大島シヤ";
c.PrimaryAttribute = PrimaryAttribute.STR; c.PrimaryAttribute = PrimaryAttribute.STR;
c.InitialATK = 25; c.InitialATK = 25;
c.InitialHP = 160; c.InitialHP = 145;
c.InitialMP = 10; c.InitialMP = 10;
c.InitialSTR = 35; c.InitialSTR = 35;
c.STRGrowth = 3.5; c.STRGrowth = 3.5;

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@ -257,22 +257,41 @@ if (list.Count > 3)
}; };
c.Skills.Add(); c.Skills.Add();
Skill = new (c) Skill = new (c)
{ {
Level = slevel Level = slevel
}; };
c.Skills.Add(); c.Skills.Add();
} }
if (c != character1 && c != character2 && c != character3 && c != character4 && if (c == character11)
c != character5 && c != character6 && c != character7 && c != character8 &&
c != character9 && c != character10) //&& c != character11 && c != character12)
{ {
Skill = new (c) Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{ {
Level = slevel Level = slevel
}; };
c.Skills.Add(); c.Skills.Add();
}
if (c == character12)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
} }
} }

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@ -5,22 +5,22 @@ using Milimoe.FunGame.Testing.Effects;
namespace Milimoe.FunGame.Testing.Skills namespace Milimoe.FunGame.Testing.Skills
{ {
public class : Skill public class : Skill
{ {
public override long Id => 3010; public override long Id => 3010;
public override string Name => "嗜血标记"; public override string Name => "嗜血本能";
public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double EPCost => 100; public override double EPCost => 100;
public override double CD => 42 - 1 * (Level - 1); public override double CD => 42 - 1 * (Level - 1);
public override double HardnessTime => 12; public override double HardnessTime => 12;
public (Character character) : base(SkillType.SuperSkill, character) public (Character character) : base(SkillType.SuperSkill, character)
{ {
Effects.Add(new (this)); Effects.Add(new (this));
} }
} }
public class (Skill skill) : Effect(skill) public class (Skill skill) : Effect(skill)
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
@ -45,7 +45,7 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
= 4; = 4;
} }
double = Calculation.Round2Digits( * damage); double = Calculation.Round2Digits( * * damage);
character.HP += ; character.HP += ;
WriteLine($"[ {character} ] 回复了 {实际吸血} 点生命值!"); WriteLine($"[ {character} ] 回复了 {实际吸血} 点生命值!");
} }

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@ -41,8 +41,8 @@ namespace Milimoe.FunGame.Testing.Skills
if (effects.Any() && effects.First() is e) if (effects.Any() && effects.First() is e)
{ {
e.MarkLevel++; e.MarkLevel++;
IEnumerable<Effect> effects2 = character.Effects.Where(e => e is ); IEnumerable<Effect> effects2 = character.Effects.Where(e => e is );
if (effects2.Any() && effects2.First() is e2) if (effects2.Any() && effects2.First() is e2)
{ {
if (e.MarkLevel >= 4) if (e.MarkLevel >= 4)
{ {

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@ -22,7 +22,7 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => "三重叠加"; public override string Name => "三重叠加";
public override string Description => $"使 [ 灵能反射 ] 的当前释放魔法次数归零,并且最大消除次数提高到 {灵能反射次数},并且在魔法命中时能够回复所回复能量值的 10 倍魔法值,持续 {技能持续次数} 次(灵能反射每消除次数达到最大时算一次)。" + public override string Description => $"使 [ 灵能反射 ] 支持普通攻击,且当前释放魔法次数归零,最大硬直消除次数提高到 {灵能反射次数} 次;在魔法命中和普通攻击命中时能够回复所回复能量值的 10 倍魔法值,持续 {技能持续次数} 次(灵能反射每消除次数达到最大时算一次)。" +
$"(剩余:{剩余持续次数} 次)"; $"(剩余:{剩余持续次数} 次)";
public override bool TargetSelf => true; public override bool TargetSelf => true;
@ -35,6 +35,7 @@ namespace Milimoe.FunGame.Testing.Skills
IEnumerable<Effect> effects = character.Effects.Where(e => e is ); IEnumerable<Effect> effects = character.Effects.Where(e => e is );
if (effects.Any() && effects.First() is e) if (effects.Any() && effects.First() is e)
{ {
e. = true;
e. = 3; e. = 3;
e. = 0; e. = 0;
} }
@ -45,6 +46,7 @@ namespace Milimoe.FunGame.Testing.Skills
IEnumerable<Effect> effects = character.Effects.Where(e => e is ); IEnumerable<Effect> effects = character.Effects.Where(e => e is );
if (effects.Any() && effects.First() is e) if (effects.Any() && effects.First() is e)
{ {
e. = false;
e. = 2; e. = 2;
} }
} }

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@ -25,9 +25,10 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
public override string Description => $"每释放 {触发硬直次数} 次魔法才会触发硬直时间,且魔法命中时基于 25% 智力 [{获得额外能量值}] 获得额外能量值。"; public override string Description => $"每释放 {触发硬直次数} 次魔法才会触发硬直时间,且魔法命中时基于 25% 智力 [ {获得额外能量值} ] 获得额外能量值。";
public override bool TargetSelf => true; public override bool TargetSelf => true;
public bool { get; set; } = false;
public int { get; set; } = 2; public int { get; set; } = 2;
public int { get; set; } = 0; public int { get; set; } = 0;
public double public double
@ -40,7 +41,7 @@ namespace Milimoe.FunGame.Testing.Skills
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult) public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{ {
if (character == Skill.Character && isMagicDamage && damageResult != DamageResult.Evaded && character.EP < 200) if (character == Skill.Character && ( && isNormalAttack || isMagicDamage) && damageResult != DamageResult.Evaded && character.EP < 200)
{ {
double = ; double = ;
character.EP += ; character.EP += ;
@ -55,12 +56,29 @@ namespace Milimoe.FunGame.Testing.Skills
} }
} }
public override void AlterHardnessTimeAfterCastSkill(Character character, ref double baseHardnessTime, ref bool isCheckProtected) public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
{
if ()
{
AlterHardnessTime(character, ref baseHardnessTime, ref isCheckProtected);
}
}
public override void AlterHardnessTimeAfterCastSkill(Character character, Skill skill, ref double baseHardnessTime, ref bool isCheckProtected)
{
if (skill.SkillType == SkillType.Magic)
{
AlterHardnessTime(character, ref baseHardnessTime, ref isCheckProtected);
}
}
public void AlterHardnessTime(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
{ {
++; ++;
if ( < ) if ( < )
{ {
baseHardnessTime = 0; baseHardnessTime = 0;
isCheckProtected = false;
WriteLine($"[ {character} ] 发动了灵能反射,消除了硬直时间!!"); WriteLine($"[ {character} ] 发动了灵能反射,消除了硬直时间!!");
} }
else else
@ -70,6 +88,7 @@ namespace Milimoe.FunGame.Testing.Skills
if (effects.Any() && effects.First() is e) if (effects.Any() && effects.First() is e)
{ {
baseHardnessTime = 0; baseHardnessTime = 0;
isCheckProtected = false;
WriteLine($"[ {character} ] 发动了灵能反射,消除了硬直时间!!"); WriteLine($"[ {character} ] 发动了灵能反射,消除了硬直时间!!");
e.--; e.--;
if (e. == 0) if (e. == 0)

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@ -25,7 +25,7 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
public override string Description => $"生命值高于30%时,受到额外的 [ 20~40% ] 伤害,但是获得 [ 上次所受伤害的 80% ] 伤害加成生命值低于等于30%时,不会受到额外的伤害,但是仅能获得 [ 上次所受伤害的 30% ] 伤害加成。" + public override string Description => $"生命值高于30%时,受到额外的 [ 20~40% ] 伤害,但是获得 [ 上次所受伤害的 110~140% ] 伤害加成生命值低于等于30%时,不会受到额外的伤害,仅能获得 [ 上次所受伤害的 35% ] 伤害加成。" +
$"在没有受到任何伤害的时候,将获得 {常规伤害加成 * 100:f2}% 伤害加成。(当前伤害加成:{伤害加成 * 100:f2}%"; $"在没有受到任何伤害的时候,将获得 {常规伤害加成 * 100:f2}% 伤害加成。(当前伤害加成:{伤害加成 * 100:f2}%";
public override bool TargetSelf => true; public override bool TargetSelf => true;
@ -33,8 +33,9 @@ namespace Milimoe.FunGame.Testing.Skills
private double = 0; private double = 0;
private double = 0; private double = 0;
private readonly double = 0.2; private readonly double = 0.2;
private readonly double 30 = 0.8; private readonly int 30 = 40;
private readonly double 30 = 0.3; private readonly int 30 = 10;
private readonly double 30 = 0.35;
private double private double
{ {
@ -47,7 +48,7 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
if (character.HP > character.MaxHP * 0.3) if (character.HP > character.MaxHP * 0.3)
{ {
= 30; = Calculation.Round2Digits(1.0 + ((new Random().Next(30, 30) + 0.0) / 100));
} }
else else
{ {

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@ -38,7 +38,7 @@ namespace Milimoe.FunGame.Testing.Skills
double EP = new Random().Next(10, 25); double EP = new Random().Next(10, 25);
enemy.EP -= EP; enemy.EP -= EP;
WriteLine($"[ {character} ] 发动了枯竭打击![ {enemy} ] 的能量值被减少了 {EP} 点!现有能量:{enemy.EP}。"); WriteLine($"[ {character} ] 发动了枯竭打击![ {enemy} ] 的能量值被减少了 {EP} 点!现有能量:{enemy.EP}。");
// 伤害提升 // 额外伤害
if (enemy.EP >= 0 && enemy.EP < 50 || enemy.EP >= 100 && enemy.EP < 150) if (enemy.EP >= 0 && enemy.EP < 50 || enemy.EP >= 100 && enemy.EP < 150)
{ {
double = Calculation.Round2Digits(damage * 0.3); double = Calculation.Round2Digits(damage * 0.3);

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@ -1,4 +1,5 @@
using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant; using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills namespace Milimoe.FunGame.Testing.Skills
@ -24,7 +25,28 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
public override string Description => $"优先攻击血量更低的角色,对生命值低于自己的角色造成150%伤害。"; public override string Description => $"优先攻击血量更低的角色,对生命值百分比低于自己的角色造成 150% 伤害。";
public override bool TargetSelf => true; public override bool TargetSelf => true;
public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)
{
if (character == Skill.Character && (enemy.HP / enemy.MaxHP) <= (character.HP / character.MaxHP))
{
double = Calculation.Round2Digits(damage * 1.5);
damage = Calculation.Round2Digits(damage + );
}
}
public override bool AlterEnemyListBeforeAction(Character character, List<Character> enemys, List<Character> teammates, List<Skill> skills, Dictionary<Character, int> continuousKilling, Dictionary<Character, int> earnedMoney)
{
IEnumerable<Character> list = [.. enemys.OrderBy(e => Calculation.Round4Digits(e.HP / e.MaxHP))];
if (list.Any())
{
enemys.Clear();
enemys.Add(list.First());
WriteLine($"[ {character} ] 发动了弱者猎手![ {list.First()} ] 被盯上了!");
}
return true;
}
} }
} }

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@ -1,5 +1,7 @@
using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant; using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Testing.Effects;
namespace Milimoe.FunGame.Testing.Skills namespace Milimoe.FunGame.Testing.Skills
{ {
@ -8,82 +10,42 @@ namespace Milimoe.FunGame.Testing.Skills
public override long Id => 4012; public override long Id => 4012;
public override string Name => "血之狂欢"; public override string Name => "血之狂欢";
public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double EPCost => 100;
public override double CD => 45;
public override double HardnessTime => 7;
public (Character character) : base(SkillType.Passive, character) public (Character character) : base(SkillType.SuperSkill, character)
{ {
Effects.Add(new (this)); Effects.Add(new (this));
} }
public override IEnumerable<Effect> AddInactiveEffectToCharacter()
{
return Effects;
}
} }
public class (Skill skill) : Effect(skill) public class (Skill skill) : Effect(skill)
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
public override string Description => $"30秒内获得50%吸血。"; public override string Description => $"获得 40% 吸血,持续 {Duration} 时间。";
public override bool TargetSelf => true; public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 30;
private double = 0; public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
private double = 0;
public override void OnAttributeChanged(Character character)
{ {
if (Skill.Character != null) if (character == Skill.Character && damageResult != DamageResult.Evaded && character.HP < character.MaxHP)
{ {
if (Skill.Character.PrimaryAttribute == PrimaryAttribute.INT) double = Calculation.Round2Digits(0.4 * damage);
{ character.HP += ;
double diff = character.ExSTR - ; WriteLine($"[ {character} ] 回复了 {实际吸血} 点生命值!");
character.ExINT = + character.BaseSTR + diff;
}
else if (Skill.Character.PrimaryAttribute == PrimaryAttribute.STR)
{
double diff = character.ExINT - ;
character.ExSTR = + character.BaseINT + diff;
}
} }
} }
public override void OnTimeElapsed(Character character, double elapsed) public override void OnSkillCasted(Character caster, List<Character> enemys, List<Character> teammates, Dictionary<string, object> others)
{ {
if (Skill.Character != null) RemainDuration = Duration;
if (!caster.Effects.Contains(this))
{ {
Character c = Skill.Character; caster.Effects.Add(this);
if (c.HP < c.MaxHP * 0.3) OnEffectGained(caster);
{
if (c.PrimaryAttribute == PrimaryAttribute.INT)
{
double pastHP = c.HP;
double pastMaxHP = c.MaxHP;
double pastMP = c.MP;
double pastMaxMP = c.MaxMP;
c.PrimaryAttribute = PrimaryAttribute.STR;
= c.ExINT;
= c.ExSTR;
c.ExINT = -c.BaseINT;
c.ExSTR = + c.BaseINT + ;
c.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
}
}
else
{
if (c.PrimaryAttribute == PrimaryAttribute.STR)
{
double pastHP = c.HP;
double pastMaxHP = c.MaxHP;
double pastMP = c.MP;
double pastMaxMP = c.MaxMP;
c.PrimaryAttribute = PrimaryAttribute.INT;
= c.ExINT;
= c.ExSTR;
c.ExINT = + c.BaseSTR + ;
c.ExSTR = -c.BaseSTR;
c.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
}
}
} }
} }
} }

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@ -26,7 +26,7 @@ namespace Milimoe.FunGame.Testing.Skills
public override string Description => $"进入不可选中状态,获得 100 行动速度,提高 8% 暴击率,持续 {Duration} 时间。破隐一击:在持续时间内,首次造成伤害会附加 {Calculation.Round2Digits((1.5 + 1.5 * (Skill.Level - 1)) * 100)}% 敏捷 [ {伤害加成} ] 的强化伤害,并解除不可选中状态。"; public override string Description => $"进入不可选中状态,获得 100 行动速度,提高 8% 暴击率,持续 {Duration} 时间。破隐一击:在持续时间内,首次造成伤害会附加 {Calculation.Round2Digits((1.5 + 1.5 * (Skill.Level - 1)) * 100)}% 敏捷 [ {伤害加成} ] 的强化伤害,并解除不可选中状态。";
public override bool TargetSelf => true; public override bool TargetSelf => true;
public override bool Durative => true; public override bool Durative => true;
public override double Duration => 15 + (2 * (Level - 1)); public override double Duration => 12 + (1 * (Level - 1));
private double private double
{ {

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@ -8,82 +8,62 @@ namespace Milimoe.FunGame.Testing.Skills
public override long Id => 4011; public override long Id => 4011;
public override string Name => "平衡强化"; public override string Name => "平衡强化";
public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double EPCost => 100;
public override double CD => 55 - (1 * (Level - 1));
public override double HardnessTime => 12;
public (Character character) : base(SkillType.Passive, character) public (Character character) : base(SkillType.SuperSkill, character)
{ {
Effects.Add(new (this)); Effects.Add(new (this));
} }
public override IEnumerable<Effect> AddInactiveEffectToCharacter()
{
return Effects;
}
} }
public class (Skill skill) : Effect(skill) public class (Skill skill) : Effect(skill)
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
public override string Description => $"敏捷提高20%,然后将目前的力量补充到与敏捷持平,持续30秒。"; public override string Description => $"敏捷提高 20%,然后将目前的力量补充到与敏捷持平,持续 {Duration} 时间。";
public override bool TargetSelf => true; public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 30;
private double = 0; private double = 0;
private double = 0; private double = 0;
public override void OnAttributeChanged(Character character) public override void OnEffectGained(Character character)
{ {
if (Skill.Character != null) double pastHP = character.HP;
{ double pastMaxHP = character.MaxHP;
if (Skill.Character.PrimaryAttribute == PrimaryAttribute.INT) double pastMP = character.MP;
{ double pastMaxMP = character.MaxMP;
double diff = character.ExSTR - ; = character.BaseAGI * 0.2;
character.ExINT = + character.BaseSTR + diff; character.ExAGI += ;
} = character.AGI - character.STR;
else if (Skill.Character.PrimaryAttribute == PrimaryAttribute.STR) character.ExSTR += ;
{ character.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
double diff = character.ExINT - ; WriteLine($"[ {character} ] 敏捷提升了 {本次提升的敏捷:f2},力量提升了 {本次提升的力量:f2}");
character.ExSTR = + character.BaseINT + diff;
}
}
} }
public override void OnTimeElapsed(Character character, double elapsed) public override void OnEffectLost(Character character)
{ {
if (Skill.Character != null) double pastHP = character.HP;
double pastMaxHP = character.MaxHP;
double pastMP = character.MP;
double pastMaxMP = character.MaxMP;
character.ExAGI -= character.BaseAGI * 0.2;
character.ExSTR -= ;
character.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
}
public override void OnSkillCasted(Character caster, List<Character> enemys, List<Character> teammates, Dictionary<string, object> others)
{
RemainDuration = Duration;
if (!caster.Effects.Contains(this))
{ {
Character c = Skill.Character; = 0;
if (c.HP < c.MaxHP * 0.3) = 0;
{ caster.Effects.Add(this);
if (c.PrimaryAttribute == PrimaryAttribute.INT) OnEffectGained(caster);
{
double pastHP = c.HP;
double pastMaxHP = c.MaxHP;
double pastMP = c.MP;
double pastMaxMP = c.MaxMP;
c.PrimaryAttribute = PrimaryAttribute.STR;
= c.ExINT;
= c.ExSTR;
c.ExINT = -c.BaseINT;
c.ExSTR = + c.BaseINT + ;
c.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
}
}
else
{
if (c.PrimaryAttribute == PrimaryAttribute.STR)
{
double pastHP = c.HP;
double pastMaxHP = c.MaxHP;
double pastMP = c.MP;
double pastMaxMP = c.MaxMP;
c.PrimaryAttribute = PrimaryAttribute.INT;
= c.ExINT;
= c.ExSTR;
c.ExINT = + c.BaseSTR + ;
c.ExSTR = -c.BaseSTR;
c.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
}
}
} }
} }
} }

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@ -1,4 +1,5 @@
using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant; using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills namespace Milimoe.FunGame.Testing.Skills
@ -24,7 +25,26 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
public override string Description => $"每次普通攻击都将附带基于敏捷的魔法伤害。"; public override string Description => $"每次普通攻击都将附带基于 {敏捷系数 * 100:f2}% 敏捷 [ {敏捷伤害} ] 的魔法伤害。";
public override bool TargetSelf => true; public override bool TargetSelf => true;
private double => Calculation.Round2Digits( * Skill.Character?.AGI ?? 0);
private readonly double = 2.5;
private bool = false;
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (character == Skill.Character && isNormalAttack && damageResult != DamageResult.Evaded && !)
{
WriteLine($"[ {character} ] 发动了敏捷之刃!将造成额外伤害!");
= true;
DamageToEnemy(character, enemy, true, magicType, );
}
if (character == Skill.Character && )
{
= false;
}
}
} }
} }

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@ -10,7 +10,7 @@ namespace Milimoe.FunGame.Testing.Skills
public override string Name => "绝对领域"; public override string Name => "绝对领域";
public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double EPCost => Math.Max(100, Character?.EP ?? 100); public override double EPCost => Math.Max(100, Character?.EP ?? 100);
public override double CD => 32; public override double CD => 32 + (1 * (Level - 1));
public override double HardnessTime => 12; public override double HardnessTime => 12;
public (Character character) : base(SkillType.SuperSkill, character) public (Character character) : base(SkillType.SuperSkill, character)
@ -26,9 +26,9 @@ namespace Milimoe.FunGame.Testing.Skills
public override string Description => $"{Duration} 时间内无法受到任何伤害,且敏捷提升 {系数 * 100:f2}% [ {敏捷提升} ]。此技能会消耗至少 100 点能量。"; public override string Description => $"{Duration} 时间内无法受到任何伤害,且敏捷提升 {系数 * 100:f2}% [ {敏捷提升} ]。此技能会消耗至少 100 点能量。";
public override bool TargetSelf => true; public override bool TargetSelf => true;
public override bool Durative => true; public override bool Durative => true;
public override double Duration => Calculation.Round2Digits(20 + * 0.03); public override double Duration => Calculation.Round2Digits(16 + * 0.03);
private double => Calculation.Round4Digits(0.3 + 0.04 * (Level - 1)); private double => Calculation.Round4Digits(0.3 + 0.03 * (Level - 1));
private double => Calculation.Round2Digits( * Skill.Character?.BaseAGI ?? 0); private double => Calculation.Round2Digits( * Skill.Character?.BaseAGI ?? 0);
private double = 0; private double = 0;
private double = 0; private double = 0;