diff --git a/Library/Effects/大岛特性特效.cs b/Library/Effects/大岛特性特效.cs deleted file mode 100644 index 1385815..0000000 --- a/Library/Effects/大岛特性特效.cs +++ /dev/null @@ -1,30 +0,0 @@ -using Milimoe.FunGame.Core.Api.Utility; -using Milimoe.FunGame.Core.Entity; - -namespace Milimoe.FunGame.Testing.Effects -{ - public class 大岛特性特效(Skill skill) : Effect(skill) - { - public override long Id => 1; - public override string Name => "大岛特性"; - public override string Description => $"META马专属被动:力量+5,力量成长+0.5;在受到伤害时,获得的能量提升50%,每回合开始还能获得额外的 [ {EP} ] 能量值。"; - public override bool TargetSelf => true; - public static double EP => 10; - - public override bool AlterEPAfterGetDamage(Character character, double baseEP, out double newEP) - { - newEP = Calculation.Round2Digits(baseEP * 1.5); - if (Skill.Character != null) Console.WriteLine("[ " + Skill.Character + " ] 发动了META马专属被动!本次获得了 " + newEP + " 能量!"); - return true; - } - - public override void OnTurnStart(Character character) - { - if (character.EP < 200) - { - character.EP += EP; - Console.WriteLine("[ " + character + " ] 发动了META马专属被动!本次获得了 " + EP + " 能量!"); - } - } - } -} diff --git a/Library/Effects/眩晕.cs b/Library/Effects/眩晕.cs new file mode 100644 index 0000000..06aeee0 --- /dev/null +++ b/Library/Effects/眩晕.cs @@ -0,0 +1,52 @@ +using Milimoe.FunGame.Core.Entity; +using Milimoe.FunGame.Core.Library.Constant; + +namespace Milimoe.FunGame.Testing.Effects +{ + public class 眩晕 : Effect + { + public override long Id => 4101; + public override string Name => "眩晕"; + public override string Description => $"此角色被眩晕了,不能行动。来自:[ " + _sourceCharacter + " ] 的 [ " + Skill.Name + " ]"; + public override EffectControlType ControlType => EffectControlType.Stun; + public override bool TargetSelf => true; + public override Character Source => _sourceCharacter; + public override bool Durative => _durative; + public override double Duration => _duration; + public override int DurationTurn => _durationTurn; + + private readonly Character _sourceCharacter; + private readonly bool _durative; + private readonly double _duration; + private readonly int _durationTurn; + + public 眩晕(Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill) + { + ActionQueue = skill.ActionQueue; + _sourceCharacter = sourceCharacter; + _durative = durative; + _duration = duration; + _durationTurn = durationTurn; + } + + public override void OnEffectGained(Character character) + { + if (_durative) RemainDuration = Duration; + else RemainDurationTurn = DurationTurn; + character.CharacterEffectStates.Add(this, CharacterState.NotActionable); + character.UpdateCharacterState(); + InterruptCasting(character, Source); + } + + public override void OnEffectLost(Character character) + { + character.CharacterEffectStates.Remove(this); + character.UpdateCharacterState(); + } + + public override void OnTurnStart(Character character) + { + + } + } +} diff --git a/Library/Main.cs b/Library/Main.cs index 534667c..ee22d0c 100644 --- a/Library/Main.cs +++ b/Library/Main.cs @@ -91,34 +91,85 @@ if (list.Count > 3) character9, character10, character11, character12 ]; + int clevel = 60; + int slevel = 6; + int mlevel = 8; + // 升级和赋能 for (int index = 0; index < characters.Count; index++) { Character c = characters[index]; - c.Level = 60; - c.NormalAttack.Level += 7; + c.Level = clevel; + c.NormalAttack.Level = mlevel; - Skill 冰霜攻击 = new 冰霜攻击(c); - 冰霜攻击.Level += 8; + Skill 冰霜攻击 = new 冰霜攻击(c) + { + Level = mlevel + }; c.Skills.Add(冰霜攻击); - if (c.ToString() == character1.ToString()) + if (c == character1) { - Skill 大岛特性 = new 大岛特性(c); - 大岛特性.Level++; - c.Skills.Add(大岛特性); + Skill META马 = new META马(c) + { + Level = 1 + }; + c.Skills.Add(META马); + + Skill 力量爆发 = new 力量爆发(c) + { + Level = mlevel + }; + c.Skills.Add(力量爆发); } - if (c.ToString() == character9.ToString()) + if (c == character2) { - Skill 疾风步 = new 疾风步(c); - 疾风步.Level += 6; + Skill 心灵之火 = new 心灵之火(c) + { + Level = 1 + }; + c.Skills.Add(心灵之火); + + Skill 天赐之力 = new 天赐之力(c) + { + Level = slevel + }; + c.Skills.Add(天赐之力); + } + + if (c== character3) + { + Skill 魔法震荡 = new 魔法震荡(c) + { + Level = 1 + }; + c.Skills.Add(魔法震荡); + + Skill 魔法涌流 = new 魔法涌流(c) + { + Level = slevel + }; + c.Skills.Add(魔法涌流); + } + + if (c == character9) + { + Skill 疾风步 = new 疾风步(c) + { + Level = slevel + }; c.Skills.Add(疾风步); } - Skill 天赐之力 = new 天赐之力(c); - 天赐之力.Level += 6; - c.Skills.Add(天赐之力); + if (c != character1 && c != character2 && c != character3) + { + Skill 天赐之力 = new 天赐之力(c) + { + Level = slevel + }; + c.Skills.Add(天赐之力); + } } // 显示角色信息 @@ -138,6 +189,8 @@ if (list.Count > 3) { // 检查是否有角色可以行动 Character? characterToAct = actionQueue.NextCharacter(); + + // 处理回合 if (characterToAct != null) { Console.WriteLine($"=== Round {i++} ==="); diff --git a/Library/Skills/Mayor/致命打击.cs b/Library/Skills/Mayor/致命打击.cs new file mode 100644 index 0000000..1f5f609 --- /dev/null +++ b/Library/Skills/Mayor/致命打击.cs @@ -0,0 +1,35 @@ +using Milimoe.FunGame.Core.Entity; +using Milimoe.FunGame.Core.Library.Constant; + +namespace Milimoe.FunGame.Testing.Skills +{ + public class 致命打击 : Skill + { + public override long Id => 4006; + public override string Name => "致命打击"; + public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; + + public 致命打击(Character character) : base(SkillType.Passive, character) + { + Effects.Add(new 致命打击特效(this)); + } + + public override IEnumerable AddInactiveEffectToCharacter() + { + return Effects; + } + } + + public class 致命打击特效(Skill skill) : Effect(skill) + { + public override long Id => Skill.Id; + public override string Name => Skill.Name; + public override string Description => $"暴击伤害提升 30%。"; + public override bool TargetSelf => true; + + public override void OnEffectGained(Character character) + { + character.ExCritDMG += 0.3; + } + } +} diff --git a/Library/Skills/NanGanyu/法术操控.cs b/Library/Skills/NanGanyu/法术操控.cs new file mode 100644 index 0000000..95d3057 --- /dev/null +++ b/Library/Skills/NanGanyu/法术操控.cs @@ -0,0 +1,30 @@ +using Milimoe.FunGame.Core.Entity; +using Milimoe.FunGame.Core.Library.Constant; + +namespace Milimoe.FunGame.Testing.Skills +{ + public class 法术操控 : Skill + { + public override long Id => 4004; + public override string Name => "法术操控"; + public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; + + public 法术操控(Character character) : base(SkillType.Passive, character) + { + Effects.Add(new 法术操控特效(this)); + } + + public override IEnumerable AddInactiveEffectToCharacter() + { + return Effects; + } + } + + public class 法术操控特效(Skill skill) : Effect(skill) + { + public override long Id => Skill.Id; + public override string Name => Skill.Name; + public override string Description => $"每释放两次魔法才会触发硬直时间,且魔法命中时基于智力获得额外能量值。"; + public override bool TargetSelf => true; + } +} diff --git a/Library/Skills/NiuNan/智慧与力量.cs b/Library/Skills/NiuNan/智慧与力量.cs new file mode 100644 index 0000000..6d1eae8 --- /dev/null +++ b/Library/Skills/NiuNan/智慧与力量.cs @@ -0,0 +1,30 @@ +using Milimoe.FunGame.Core.Entity; +using Milimoe.FunGame.Core.Library.Constant; + +namespace Milimoe.FunGame.Testing.Skills +{ + public class 智慧与力量 : Skill + { + public override long Id => 4005; + public override string Name => "智慧与力量"; + public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; + + public 智慧与力量(Character character) : base(SkillType.Passive, character) + { + Effects.Add(new 智慧与力量特效(this)); + } + + public override IEnumerable AddInactiveEffectToCharacter() + { + return Effects; + } + } + + public class 智慧与力量特效(Skill skill) : Effect(skill) + { + public override long Id => Skill.Id; + public override string Name => Skill.Name; + public override string Description => $"当生命值低于 30% 时,智力转化为力量;当生命值高于或等于 30% 时,力量转化为智力。"; + public override bool TargetSelf => true; + } +} diff --git a/Library/Skills/Oshima/META马.cs b/Library/Skills/Oshima/META马.cs new file mode 100644 index 0000000..27560fa --- /dev/null +++ b/Library/Skills/Oshima/META马.cs @@ -0,0 +1,47 @@ +using Milimoe.FunGame.Core.Api.Utility; +using Milimoe.FunGame.Core.Entity; +using Milimoe.FunGame.Core.Library.Constant; + +namespace Milimoe.FunGame.Testing.Skills +{ + public class META马 : Skill + { + public override long Id => 4001; + public override string Name => "META马"; + public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; + + public META马(Character character) : base(SkillType.Passive, character) + { + Effects.Add(new META马特效(this)); + } + + public override IEnumerable AddInactiveEffectToCharacter() + { + return Effects; + } + } + + public class META马特效(Skill skill) : Effect(skill) + { + public override long Id => Skill.Id; + public override string Name => Skill.Name; + public override string Description => $"META马专属被动:力量+5,力量成长+0.5;在受到伤害时,获得的能量提升50%,每回合开始还能获得额外的 [ {EP} ] 能量值。"; + public override bool TargetSelf => true; + public static double EP => 10; + + public override void AlterEPAfterGetDamage(Character character, ref double baseEP) + { + baseEP = Calculation.Round2Digits(baseEP * 1.5); + if (Skill.Character != null) WriteLine("[ " + Skill.Character + " ] 发动了META马专属被动!本次获得了 " + baseEP + " 能量!"); + } + + public override void OnTurnStart(Character character) + { + if (character.EP < 200) + { + character.EP += EP; + WriteLine("[ " + character + " ] 发动了META马专属被动!本次获得了 " + EP + " 能量!"); + } + } + } +} diff --git a/Library/Skills/Oshima/力量爆发.cs b/Library/Skills/Oshima/力量爆发.cs new file mode 100644 index 0000000..9792e71 --- /dev/null +++ b/Library/Skills/Oshima/力量爆发.cs @@ -0,0 +1,58 @@ +using Milimoe.FunGame.Core.Api.Utility; +using Milimoe.FunGame.Core.Entity; +using Milimoe.FunGame.Core.Library.Constant; + +namespace Milimoe.FunGame.Testing.Skills +{ + public class 力量爆发 : Skill + { + public override long Id => 3002; + public override string Name => "力量爆发"; + public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; + public override double EPCost => 100; + public override double CD => 55; + public override double HardnessTime => 0; + + public 力量爆发(Character character) : base(SkillType.SuperSkill, character) + { + Effects.Add(new 力量爆发特效(this)); + } + } + + public class 力量爆发特效(Skill skill) : Effect(skill) + { + public override long Id => Skill.Id; + public override string Name => "力量爆发"; + public override string Description => $"获得 150% 力量 [ {攻击力加成} ] 的攻击力加成,持续 {Duration} 秒,清除硬直时间。"; + public override bool TargetSelf => true; + public override bool Durative => true; + public override double Duration => 10 + 1 * (Level - 1); + + private double 攻击力加成 => Calculation.Round2Digits(Skill.Character?.STR * 1.5 ?? 0); // 300% 攻击力加成 + private double 实际攻击力加成 = 0; + + public override void OnEffectGained(Character character) + { + 实际攻击力加成 = 攻击力加成; + character.ExATK2 += 实际攻击力加成; + WriteLine($"[ {character} ] 的攻击力增加了 [ {实际攻击力加成} ] !"); + } + + public override void OnEffectLost(Character character) + { + // 恢复到原始攻击力 + character.ExATK2 -= 实际攻击力加成; + } + + public override void OnSkillCasted(Character actor, List enemys, List teammates, Dictionary others) + { + RemainDuration = Duration; + if (!actor.Effects.Contains(this)) + { + 实际攻击力加成 = 0; + actor.Effects.Add(this); + OnEffectGained(actor); + } + } + } +} diff --git a/Library/Effects/疾风步特效.cs b/Library/Skills/QWQAQW/疾风步.cs similarity index 51% rename from Library/Effects/疾风步特效.cs rename to Library/Skills/QWQAQW/疾风步.cs index a312856..b8b22c0 100644 --- a/Library/Effects/疾风步特效.cs +++ b/Library/Skills/QWQAQW/疾风步.cs @@ -2,13 +2,28 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Milimoe.FunGame.Testing.Effects +namespace Milimoe.FunGame.Testing.Skills { + public class 疾风步 : Skill + { + public override long Id => 2001; + public override string Name => "疾风步"; + public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; + public override double EPCost => 35; + public override double CD => 35; + public override double HardnessTime => 5; + + public 疾风步(Character character) : base(SkillType.Skill, character) + { + Effects.Add(new 疾风步特效(this)); + } + } + public class 疾风步特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; - public override string Name => "疾风步"; - public override string Description => $"进入不可选中状态,获得 100 行动速度,持续 {Duration} 时间。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。剩余的持续时间内,提高 15% 闪避率和暴击率。"; + public override string Name => Skill.Name; + public override string Description => $"进入不可选中状态,获得 100 行动速度,提高 15% 闪避率和 15% 暴击率,持续 {Duration} 时间。破隐一击:在持续时间内,首次造成伤害会附加 {Calculation.Round2Digits((1.5 + 1.5 * (Skill.Level - 1)) * 100)}% 敏捷 [ {伤害加成} ] 的强化伤害,并解除不可选中状态。"; public override bool TargetSelf => true; public override bool Durative => true; public override double Duration => 15 + (2 * (Level - 1)); @@ -30,47 +45,40 @@ namespace Milimoe.FunGame.Testing.Effects public override void OnEffectGained(Character character) { - character.IsUnselectable = true; Skill.IsInEffect = true; + character.IsUnselectable = true; character.ExSPD += 100; + character.ExEvadeRate += 0.15; + character.ExCritRate += 0.15; } - + public override void OnEffectLost(Character character) { Skill.IsInEffect = false; - if (破隐一击) - { - character.ExEvadeRate -= 0.15; - character.ExCritRate -= 0.15; - } - else + if (!破隐一击) { + // 在没有打出破隐一击的情况下,恢复角色状态 character.IsUnselectable = false; } character.ExSPD -= 100; + character.ExEvadeRate -= 0.15; + character.ExCritRate -= 0.15; } - public override bool AlterActualDamageAfterCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, bool isCritical, out double newDamage) + public override void AlterActualDamageAfterCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, bool isCritical) { - if (首次伤害) + if (character == Skill.Character && 首次伤害) { 首次伤害 = false; - newDamage = Calculation.Round2Digits(damage + 伤害加成); - Console.WriteLine($"[ {character} ] 发动了 [ 疾风步 ] 的特效,获得了 [ {伤害加成} ] 点伤害加成!"); 破隐一击 = true; - character.ExEvadeRate += 0.15; - character.ExCritRate += 0.15; character.IsUnselectable = false; - return true; - } - else - { - newDamage = damage; - return true; + double d = 伤害加成; + damage = Calculation.Round2Digits(damage + d); + WriteLine($"[ {character} ] 触发了疾风步破隐一击,获得了 [ {d} ] 点伤害加成!"); } } - public override void OnSkillCasted(ActionQueue queue, Character actor, List enemys, List teammates, Dictionary others) + public override void OnSkillCasted(Character actor, List enemys, List teammates, Dictionary others) { if (!actor.Effects.Contains(this)) { diff --git a/Library/Effects/天赐之力特效.cs b/Library/Skills/XinYin/天赐之力.cs similarity index 52% rename from Library/Effects/天赐之力特效.cs rename to Library/Skills/XinYin/天赐之力.cs index 2e46a73..a35f36f 100644 --- a/Library/Effects/天赐之力特效.cs +++ b/Library/Skills/XinYin/天赐之力.cs @@ -2,13 +2,28 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Milimoe.FunGame.Testing.Effects +namespace Milimoe.FunGame.Testing.Skills { + public class 天赐之力 : Skill + { + public override long Id => 3001; + public override string Name => "天赐之力"; + public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; + public override double EPCost => 100; + public override double CD => 60; + public override double HardnessTime => 15; + + public 天赐之力(Character character) : base(SkillType.SuperSkill, character) + { + Effects.Add(new 天赐之力特效(this)); + } + } + public class 天赐之力特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; - public override string Name => "天赐之力"; - public override string Description => $"{Duration} 时间内,获得 25% 闪避率(不可叠加),普通攻击硬直时间额外减少 20%,基于 {Calculation.Round2Digits((1.2 + (1 + 0.6 * (Skill.Level - 1))) * 100)}% 核心属性 [ {伤害加成} ] 强化普通攻击的伤害。"; + public override string Name => Skill.Name; + public override string Description => $"{Duration} 时间内,获得 25% 闪避率(不可叠加),普通攻击硬直时间额外减少 20%,基于 {Calculation.Round2Digits((1.2 + (1 + 0.6 * (Skill.Level - 1))) * 100)}% 敏捷 [ {伤害加成} ] 强化普通攻击的伤害。"; public override bool TargetSelf => false; public override int TargetCount => 1; public override bool Durative => true; @@ -21,7 +36,7 @@ namespace Milimoe.FunGame.Testing.Effects double d = 0; if (Skill.Character != null) { - d = Calculation.Round2Digits(1.2 * (1 + 0.6 * (Skill.Level - 1)) * Skill.Character.PrimaryAttributeValue); + d = Calculation.Round2Digits(1.2 * (1 + 0.6 * (Skill.Level - 1)) * Skill.Character.AGI); } return d; } @@ -31,29 +46,26 @@ namespace Milimoe.FunGame.Testing.Effects { character.ExEvadeRate += 0.25; } - + public override void OnEffectLost(Character character) { character.ExEvadeRate -= 0.25; } - public override bool AlterExpectedDamageBeforeCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, out double newDamage) + public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType) { - newDamage = damage; - if (isNormalAttack) + if (character == Skill.Character && isNormalAttack) { - newDamage = Calculation.Round2Digits(damage + 伤害加成); + damage = Calculation.Round2Digits(damage + 伤害加成); } - return true; } - public override bool AlterHardnessTimeAfterNormalAttack(Character character, double baseHardnessTime, out double newHardnessTime) + public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime) { - newHardnessTime = Calculation.Round2Digits(baseHardnessTime * 0.8); - return true; + baseHardnessTime = Calculation.Round2Digits(baseHardnessTime * 0.8); } - public override void OnSkillCasted(ActionQueue queue, Character actor, List enemys, List teammates, Dictionary others) + public override void OnSkillCasted(Character actor, List enemys, List teammates, Dictionary others) { RemainDuration = Duration; if (!actor.Effects.Contains(this)) diff --git a/Library/Skills/XinYin/心灵之火.cs b/Library/Skills/XinYin/心灵之火.cs new file mode 100644 index 0000000..c57b457 --- /dev/null +++ b/Library/Skills/XinYin/心灵之火.cs @@ -0,0 +1,36 @@ +using Milimoe.FunGame.Core.Api.Utility; +using Milimoe.FunGame.Core.Entity; +using Milimoe.FunGame.Core.Library.Constant; + +namespace Milimoe.FunGame.Testing.Skills +{ + public class 心灵之火 : Skill + { + public override long Id => 4002; + public override string Name => "心灵之火"; + public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; + + public 心灵之火(Character character) : base(SkillType.Passive, character) + { + Effects.Add(new 心灵之火特效(this)); + } + + public override IEnumerable AddInactiveEffectToCharacter() + { + return Effects; + } + } + + public class 心灵之火特效(Skill skill) : Effect(skill) + { + public override long Id => Skill.Id; + public override string Name => Skill.Name; + public override string Description => $"普通攻击硬直时间减少 20%。"; + public override bool TargetSelf => true; + + public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime) + { + baseHardnessTime = Calculation.Round2Digits(baseHardnessTime * 0.8); + } + } +} diff --git a/Library/Skills/Yang/魔法涌流.cs b/Library/Skills/Yang/魔法涌流.cs new file mode 100644 index 0000000..0181b23 --- /dev/null +++ b/Library/Skills/Yang/魔法涌流.cs @@ -0,0 +1,64 @@ +using Milimoe.FunGame.Core.Api.Utility; +using Milimoe.FunGame.Core.Entity; +using Milimoe.FunGame.Core.Library.Constant; + +namespace Milimoe.FunGame.Testing.Skills +{ + public class 魔法涌流 : Skill + { + public override long Id => 3003; + public override string Name => "魔法涌流"; + public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; + public override double EPCost => 100; + public override double CD => 65; + public override double HardnessTime => 10; + + public 魔法涌流(Character character) : base(SkillType.SuperSkill, character) + { + Effects.Add(new 魔法涌流特效(this)); + } + } + + public class 魔法涌流特效(Skill skill) : Effect(skill) + { + public override long Id => Skill.Id; + public override string Name => "魔法涌流"; + public override string Description => $"{Duration} 秒内,增加所有伤害的20%伤害减免,并将普通攻击转为魔法伤害,可叠加魔法震荡的效果。"; + public override bool TargetSelf => true; + public override bool Durative => true; + public override double Duration => 50; + + private double 减伤比例 => Calculation.Round2Digits(0.2 + 0.02 * (Level -1)); + private double 实际比例 = 0; + + public override void OnEffectGained(Character character) + { + 实际比例 = 减伤比例; + character.NormalAttack.SetMagicType(true, character.MagicType); + } + + public override void OnEffectLost(Character character) + { + character.NormalAttack.SetMagicType(false, character.MagicType); + } + + public override void AlterActualDamageAfterCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, bool isCritical) + { + if (enemy == Skill.Character) + { + damage = Calculation.Round2Digits(damage * (1 - 实际比例)); + } + } + + public override void OnSkillCasted(Character actor, List enemys, List teammates, Dictionary others) + { + RemainDuration = Duration; + if (!actor.Effects.Contains(this)) + { + 实际比例 = 0; + actor.Effects.Add(this); + OnEffectGained(actor); + } + } + } +} diff --git a/Library/Skills/Yang/魔法震荡.cs b/Library/Skills/Yang/魔法震荡.cs new file mode 100644 index 0000000..19a3d4e --- /dev/null +++ b/Library/Skills/Yang/魔法震荡.cs @@ -0,0 +1,50 @@ +using Milimoe.FunGame.Core.Entity; +using Milimoe.FunGame.Core.Library.Constant; +using Milimoe.FunGame.Testing.Effects; + +namespace Milimoe.FunGame.Testing.Skills +{ + public class 魔法震荡 : Skill + { + public override long Id => 4003; + public override string Name => "魔法震荡"; + public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; + + public 魔法震荡(Character character) : base(SkillType.Passive, character) + { + Effects.Add(new 魔法震荡特效(this)); + } + + public override IEnumerable AddInactiveEffectToCharacter() + { + return Effects; + } + } + + public class 魔法震荡特效(Skill skill) : Effect(skill) + { + public override long Id => Skill.Id; + public override string Name => Skill.Name; + public override string Description => $"造成魔法伤害时有 35% 几率使敌人眩晕 1 回合。"; + public override bool TargetSelf => true; + + public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, bool isCritical) + { + if (character == Skill.Character && isMagicDamage && new Random().NextDouble() < 0.35) + { + IEnumerable effects = enemy.Effects.Where(e => e is 眩晕 && e.Skill == Skill); + if (effects.Any()) + { + effects.First().RemainDurationTurn++; + } + else + { + 眩晕 e = new(Skill, character, false, 0, 1); + enemy.Effects.Add(e); + e.OnEffectGained(enemy); + } + WriteLine($"[ {character} ] 的魔法伤害触发了魔法震荡,[ {enemy} ] 被眩晕了!"); + } + } + } +} diff --git a/Library/Skills/冰霜攻击.cs b/Library/Skills/冰霜攻击.cs deleted file mode 100644 index a684833..0000000 --- a/Library/Skills/冰霜攻击.cs +++ /dev/null @@ -1,22 +0,0 @@ -using Milimoe.FunGame.Core.Entity; -using Milimoe.FunGame.Testing.Effects; - -namespace Milimoe.FunGame.Testing.Skills -{ - public class 冰霜攻击 : Skill - { - public override long Id => 2001; - public override string Name => "冰霜攻击"; - public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; - public override double MPCost => BaseMPCost + (50 * (Level - 1)); - public override double CD => 20; - public override double CastTime => 6; - public override double HardnessTime => 3; - protected override double BaseMPCost => 30; - - public 冰霜攻击(Character character) : base(true, true, character) - { - Effects.Add(new 冰霜攻击特效(this)); - } - } -} diff --git a/Library/Skills/大岛特性.cs b/Library/Skills/大岛特性.cs deleted file mode 100644 index b482d82..0000000 --- a/Library/Skills/大岛特性.cs +++ /dev/null @@ -1,22 +0,0 @@ -using Milimoe.FunGame.Core.Entity; -using Milimoe.FunGame.Testing.Effects; - -namespace Milimoe.FunGame.Testing.Skills -{ - public class 大岛特性 : Skill - { - public override long Id => 5001; - public override string Name => "大岛特性"; - public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; - - public 大岛特性(Character character) : base(false, false, character) - { - Effects.Add(new 大岛特性特效(this)); - } - - public override IEnumerable AddInactiveEffectToCharacter() - { - return Effects; - } - } -} diff --git a/Library/Skills/天赐之力.cs b/Library/Skills/天赐之力.cs deleted file mode 100644 index 41e2fcd..0000000 --- a/Library/Skills/天赐之力.cs +++ /dev/null @@ -1,20 +0,0 @@ -using Milimoe.FunGame.Core.Entity; -using Milimoe.FunGame.Testing.Effects; - -namespace Milimoe.FunGame.Testing.Skills -{ - public class 天赐之力 : Skill - { - public override long Id => 3001; - public override string Name => "天赐之力"; - public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; - public override double EPCost => 100; - public override double CD => 60; - public override double HardnessTime => 15; - - public 天赐之力(Character character) : base(true, character) - { - Effects.Add(new 天赐之力特效(this)); - } - } -} diff --git a/Library/Skills/疾风步.cs b/Library/Skills/疾风步.cs deleted file mode 100644 index 5fbd902..0000000 --- a/Library/Skills/疾风步.cs +++ /dev/null @@ -1,20 +0,0 @@ -using Milimoe.FunGame.Core.Entity; -using Milimoe.FunGame.Testing.Effects; - -namespace Milimoe.FunGame.Testing.Skills -{ - public class 疾风步 : Skill - { - public override long Id => 4001; - public override string Name => "疾风步"; - public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; - public override double EPCost => 35; - public override double CD => 35; - public override double HardnessTime => 5; - - public 疾风步(Character character) : base(true, false, character) - { - Effects.Add(new 疾风步特效(this)); - } - } -} diff --git a/Library/Effects/冰霜攻击特效.cs b/Library/Skills/马猴烧酒/冰霜攻击.cs similarity index 54% rename from Library/Effects/冰霜攻击特效.cs rename to Library/Skills/马猴烧酒/冰霜攻击.cs index 5ae01ca..9148a38 100644 --- a/Library/Effects/冰霜攻击特效.cs +++ b/Library/Skills/马猴烧酒/冰霜攻击.cs @@ -2,12 +2,29 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Milimoe.FunGame.Testing.Effects +namespace Milimoe.FunGame.Testing.Skills { + public class 冰霜攻击 : Skill + { + public override long Id => 2001; + public override string Name => "冰霜攻击"; + public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; + public override double MPCost => BaseMPCost + (50 * (Level - 1)); + public override double CD => 20; + public override double CastTime => 6; + public override double HardnessTime => 3; + protected override double BaseMPCost => 30; + + public 冰霜攻击(Character character) : base(SkillType.Magic, character) + { + Effects.Add(new 冰霜攻击特效(this)); + } + } + public class 冰霜攻击特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; - public override string Name => "冰霜攻击"; + public override string Name => Skill.Name; public override string Description => $"对目标敌人造成 {Calculation.Round2Digits(90 + 60 * (Skill.Level - 1))} + {Calculation.Round2Digits((1.2 + 1.8 * (Skill.Level - 1)) * 100)}%智力 [ {Damage} ] 点{CharacterSet.GetMagicName(MagicType)}。"; public override bool TargetSelf => false; public override int TargetCount => 1; @@ -25,14 +42,10 @@ namespace Milimoe.FunGame.Testing.Effects } } - public override void OnSkillCasted(ActionQueue queue, Character actor, List enemys, List teammates, Dictionary others) + public override void OnSkillCasted(Character actor, List enemys, List teammates, Dictionary others) { Character enemy = enemys[new Random().Next(enemys.Count)]; - double damageBase = Damage; - if (queue.CalculateMagicalDamage(actor, enemy, false, MagicType, damageBase, out double damage) != DamageResult.Evaded) - { - queue.DamageToEnemy(actor, enemy, damage, false, true, MagicType); - } + DamageToEnemy(actor, enemy, true, MagicType, Damage); } } } diff --git a/Library/Skills/马猴烧酒/毁灭之势.cs b/Library/Skills/马猴烧酒/毁灭之势.cs new file mode 100644 index 0000000..3418b10 --- /dev/null +++ b/Library/Skills/马猴烧酒/毁灭之势.cs @@ -0,0 +1,30 @@ +using Milimoe.FunGame.Core.Entity; +using Milimoe.FunGame.Core.Library.Constant; + +namespace Milimoe.FunGame.Testing.Skills +{ + public class 毁灭之势 : Skill + { + public override long Id => 4007; + public override string Name => "毁灭之势"; + public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; + + public 毁灭之势(Character character) : base(SkillType.Passive, character) + { + Effects.Add(new 毁灭之势特效(this)); + } + + public override IEnumerable AddInactiveEffectToCharacter() + { + return Effects; + } + } + + public class 毁灭之势特效(Skill skill) : Effect(skill) + { + public override long Id => Skill.Id; + public override string Name => Skill.Name; + public override string Description => $"每时间提升 2.5% 所有伤害,无上限,但受到伤害时效果清零。"; + public override bool TargetSelf => true; + } +}