using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Milimoe.FunGame.Testing.Skills { public class 平衡强化 : Skill { public override long Id => (long)SuperSkillID.平衡强化; public override string Name => "平衡强化"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override double EPCost => 100; public override double CD => 55 - (1 * (Level - 1)); public override double HardnessTime { get; set; } = 12; public 平衡强化(Character? character = null) : base(SkillType.SuperSkill, character) { Effects.Add(new 平衡强化特效(this)); } } public class 平衡强化特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"敏捷提高 20%,然后将目前的力量补充到与敏捷持平,持续 {Duration:0.##} 时间。"; public override bool TargetSelf => true; public override bool Durative => true; public override double Duration => 30; private double 本次提升的敏捷 = 0; private double 本次提升的力量 = 0; public override void OnEffectGained(Character character) { double pastHP = character.HP; double pastMaxHP = character.MaxHP; double pastMP = character.MP; double pastMaxMP = character.MaxMP; 本次提升的敏捷 = character.BaseAGI * 0.2; character.ExAGI += 本次提升的敏捷; 本次提升的力量 = character.AGI - character.STR; character.ExSTR += 本次提升的力量; character.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP); WriteLine($"[ {character} ] 敏捷提升了 {本次提升的敏捷:0.##},力量提升了 {本次提升的力量:0.##}!"); } public override void OnEffectLost(Character character) { double pastHP = character.HP; double pastMaxHP = character.MaxHP; double pastMP = character.MP; double pastMaxMP = character.MaxMP; character.ExAGI -= character.BaseAGI * 0.2; character.ExSTR -= 本次提升的力量; character.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP); } public override void OnSkillCasted(Character caster, List enemys, List teammates, Dictionary others) { RemainDuration = Duration; if (!caster.Effects.Contains(this)) { 本次提升的敏捷 = 0; 本次提升的力量 = 0; caster.Effects.Add(this); OnEffectGained(caster); } } } }