using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Milimoe.FunGame.Testing.Skills { public class 精准打击 : Skill { public override long Id => (long)SuperSkillID.精准打击; public override string Name => "精准打击"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override double EPCost => 100; public override double CD => 40 - 1 * (Level - 1); public override double HardnessTime { get; set; } = 8; public 精准打击(Character? character = null) : base(SkillType.SuperSkill, character) { Effects.Add(new 精准打击特效(this)); } } public class 精准打击特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"30 时间内暴击率提升 {暴击率提升 * 100:0.##}%,暴击伤害提升 {暴击伤害提升 * 100:0.##}%,物理穿透提升 {物理穿透提升 * 100:0.##}%。"; public override bool TargetSelf => true; public override bool Durative => true; public override double Duration => 30; private double 暴击率提升 => 0.2 + 0.03 * (Level - 1); private double 暴击伤害提升 => 0.8 + 0.04 * (Level - 1); private double 物理穿透提升 => 0.3; private double 实际暴击率提升 = 0; private double 实际暴击伤害提升 = 0; private double 实际物理穿透提升 = 0; public override void OnEffectGained(Character character) { 实际暴击率提升 = 暴击率提升; 实际暴击伤害提升 = 暴击伤害提升; 实际物理穿透提升 = 物理穿透提升; character.ExCritRate += 实际暴击率提升; character.ExCritDMG += 实际暴击伤害提升; character.PhysicalPenetration += 实际物理穿透提升; WriteLine($"[ {character} ] 的暴击率提升了 [ {实际暴击率提升 * 100:0.##}% ],暴击伤害提升了 [ {实际暴击伤害提升 * 100:0.##}% ],物理穿透提升了 [ {实际物理穿透提升 * 100:0.##}% ] !!"); } public override void OnEffectLost(Character character) { character.ExCritRate -= 实际暴击率提升; character.ExCritDMG -= 实际暴击伤害提升; character.PhysicalPenetration -= 实际物理穿透提升; } public override void OnSkillCasted(Character caster, List enemys, List teammates, Dictionary others) { RemainDuration = Duration; if (!caster.Effects.Contains(this)) { 实际暴击率提升 = 0; 实际暴击伤害提升 = 0; 实际物理穿透提升 = 0; caster.Effects.Add(this); OnEffectGained(caster); } } } }