using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Milimoe.FunGame.Testing.Skills { public class 天赐之力 : Skill { public override long Id => (long)SuperSkillID.天赐之力; 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 { get; set; } = 15; public 天赐之力(Character? character = null) : 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 => Skill.Name; public override string Description => $"{Duration:0.##} 时间内,增加 40% 攻击力 [ {攻击力提升:0.##} ]、30% 物理穿透和 25% 闪避率(不可叠加),普通攻击硬直时间额外减少 20%,基于 {系数 * 100:0.##}% 敏捷 [ {伤害加成:0.##} ] 强化普通攻击的伤害。在持续时间内,【心灵之火】的冷却时间降低至 3 时间。"; public override bool TargetSelf => false; public override int TargetCount => 1; public override bool Durative => true; public override double Duration => 40; private double 系数 => 1.2 * (1 + 0.6 * (Skill.Level - 1)); private double 伤害加成 => 系数 * Skill.Character?.AGI ?? 0; private double 攻击力提升 => 0.4 * Skill.Character?.BaseATK ?? 0; private double 实际的攻击力提升 = 0; public override void OnEffectGained(Character character) { 实际的攻击力提升 = 攻击力提升; character.ExATK2 += 实际的攻击力提升; character.PhysicalPenetration += 0.3; character.ExEvadeRate += 0.25; if (character.Effects.Where(e => e is 心灵之火特效).FirstOrDefault() is 心灵之火特效 e) { e.基础冷却时间 = 3; if (e.冷却时间 > e.基础冷却时间) e.冷却时间 = e.基础冷却时间; } } public override void OnEffectLost(Character character) { character.ExATK2 -= 实际的攻击力提升; character.PhysicalPenetration -= 0.3; character.ExEvadeRate -= 0.25; if (character.Effects.Where(e => e is 心灵之火特效).FirstOrDefault() is 心灵之火特效 e) { e.基础冷却时间 = 8; } } public override CharacterActionType AlterActionTypeBeforeAction(Character character, CharacterState state, ref bool canUseItem, ref bool canCastSkill, ref double pUseItem, ref double pCastSkill, ref double pNormalAttack) { pNormalAttack += 0.1; return CharacterActionType.None; } public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType) { if (character == Skill.Character && isNormalAttack) { damage += 伤害加成; } } public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected) { baseHardnessTime *= 0.8; } public override void OnSkillCasted(Character caster, List enemys, List teammates, Dictionary others) { RemainDuration = Duration; if (!caster.Effects.Contains(this)) { caster.Effects.Add(this); OnEffectGained(caster); } } } }