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 => (long)SuperSkillID.魔法涌流; 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 => 35; public override double HardnessTime { get; set; } = 10; public 魔法涌流(Character? character = null) : 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:0.##} 时间内,增加所有伤害的 {减伤比例 * 100:0.##}% 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 => 25; private double 减伤比例 => 0.1 + 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 bool AlterActualDamageAfterCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult) { if (enemy == Skill.Character) { damage *= 1 - 实际比例; } return false; } public override void OnSkillCasted(Character caster, List enemys, List teammates, Dictionary others) { RemainDuration = Duration; if (!caster.Effects.Contains(this)) { 实际比例 = 0; caster.Effects.Add(this); OnEffectGained(caster); } } } }