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 => (long)PassiveID.智慧与力量; 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 = null) : 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。力量模式下,造成伤害必定暴击;智力模式下,获得 30% 闪避率和 25% 魔法抗性。" + (Skill.Character != null ? "(当前模式:" + CharacterSet.GetPrimaryAttributeName(Skill.Character.PrimaryAttribute) + ")" : ""); public override bool TargetSelf => true; private double 交换前的额外智力 = 0; private double 交换前的额外力量 = 0; private double 实际增加闪避率 = 0.3; private double 实际增加魔法抗性 = 0.25; private bool 已经加过 = false; public override void OnEffectGained(Character character) { ResetEffect(character, true); } public override void OnEffectLost(Character character) { if (character.PrimaryAttribute == PrimaryAttribute.INT) { ResetEffect(character, false); } } private void ResetEffect(Character character, bool isAdd) { if (isAdd) { 已经加过 = true; character.ExEvadeRate += 实际增加闪避率; character.MDF.None += 实际增加魔法抗性; character.MDF.Particle += 实际增加魔法抗性; character.MDF.Fleabane += 实际增加魔法抗性; character.MDF.Element += 实际增加魔法抗性; character.MDF.Shadow += 实际增加魔法抗性; character.MDF.Bright += 实际增加魔法抗性; character.MDF.PurityContemporary += 实际增加魔法抗性; character.MDF.PurityNatural += 实际增加魔法抗性; character.MDF.Starmark += 实际增加魔法抗性; } else { 已经加过 = false; character.ExEvadeRate -= 实际增加闪避率; character.MDF.None -= 实际增加魔法抗性; character.MDF.Particle -= 实际增加魔法抗性; character.MDF.Fleabane -= 实际增加魔法抗性; character.MDF.Element -= 实际增加魔法抗性; character.MDF.Shadow -= 实际增加魔法抗性; character.MDF.Bright -= 实际增加魔法抗性; character.MDF.PurityContemporary -= 实际增加魔法抗性; character.MDF.PurityNatural -= 实际增加魔法抗性; character.MDF.Starmark -= 实际增加魔法抗性; } } public override void OnAttributeChanged(Character character) { if (Skill.Character != null) { if (Skill.Character.PrimaryAttribute == PrimaryAttribute.INT) { double diff = character.ExSTR - 交换前的额外力量; character.ExINT = 交换前的额外力量 + character.BaseSTR + diff; } else if (Skill.Character.PrimaryAttribute == PrimaryAttribute.STR) { double diff = character.ExINT - 交换前的额外智力; character.ExSTR = 交换前的额外智力 + character.BaseINT + diff; } } } public override bool BeforeCriticalCheck(Character character, ref double throwingBonus) { throwingBonus += 100; return false; } public override void OnTimeElapsed(Character character, double elapsed) { if (Skill.Character != null) { Character c = Skill.Character; if (c.HP < c.MaxHP * 0.3) { 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; 交换前的额外智力 = c.ExINT; 交换前的额外力量 = c.ExSTR; c.ExINT = -c.BaseINT; c.ExSTR = 交换前的额外智力 + c.BaseINT + 交换前的额外力量; c.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP); if (已经加过) { ResetEffect(character, false); } } } 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; 交换前的额外智力 = c.ExINT; 交换前的额外力量 = c.ExSTR; c.ExINT = 交换前的额外力量 + c.BaseSTR + 交换前的额外智力; c.ExSTR = -c.BaseSTR; c.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP); if (!已经加过) { ResetEffect(character, true); } } } } } } }