using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Milimoe.FunGame.Testing.Skills { public class 绝对领域 : Skill { public override long Id => 3007; public override string Name => "绝对领域"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override double EPCost => Math.Max(100, Character?.EP ?? 100); public override double CD => 32 + (1 * (Level - 1)); public override double HardnessTime => 12; public 绝对领域(Character character) : base(SkillType.SuperSkill, character) { Effects.Add(new 绝对领域特效(this)); } } public class 绝对领域特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"{Duration} 时间内无法受到任何伤害,且敏捷提升 {系数 * 100:f2}% [ {敏捷提升} ]。此技能会消耗至少 100 点能量。"; public override bool TargetSelf => true; public override bool Durative => true; public override double Duration => Calculation.Round2Digits(16 + 释放时的能量值 * 0.03); private double 系数 => Calculation.Round4Digits(0.3 + 0.03 * (Level - 1)); private double 敏捷提升 => Calculation.Round2Digits(系数 * Skill.Character?.BaseAGI ?? 0); private double 实际敏捷提升 = 0; private double 释放时的能量值 = 0; public override void OnEffectGained(Character character) { 实际敏捷提升 = 敏捷提升; character.ExAGI += 实际敏捷提升; WriteLine($"[ {character} ] 的敏捷提升了 {系数 * 100:f2}% [ {实际敏捷提升} ] !"); } public override void OnEffectLost(Character character) { character.ExAGI -= 实际敏捷提升; } public override bool AlterActualDamageAfterCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult) { if (enemy == Skill.Character && damageResult != DamageResult.Evaded) { WriteLine($"[ {enemy} ] 发动了绝对领域,巧妙的化解了此伤害!"); return true; } return false; } public override void OnSkillCasting(Character caster) { 释放时的能量值 = caster.EP; } public override void OnSkillCasted(Character caster, List enemys, List teammates, Dictionary others) { RemainDuration = Duration; if (!caster.Effects.Contains(this)) { 实际敏捷提升 = 0; caster.Effects.Add(this); OnEffectGained(caster); } } } }