using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Milimoe.FunGame.Testing.Effects { public class 天赐之力特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => "天赐之力"; public override string Description => $"{Duration} 时间内,获得 25% 闪避率(不可叠加),普通攻击硬直时间额外减少 20%,基于 {Calculation.Round2Digits((1.2 + (1 + 0.6 * (Skill.Level - 1))) * 100)}% 核心属性 [ {伤害加成} ] 强化普通攻击的伤害。"; public override bool TargetSelf => false; public override int TargetCount => 1; public override bool Durative => true; public override double Duration => 40; private double 伤害加成 { get { double d = 0; if (Skill.Character != null) { d = Calculation.Round2Digits(1.2 * (1 + 0.6 * (Skill.Level - 1)) * Skill.Character.PrimaryAttributeValue); } return d; } } public override void OnEffectGained(Character character) { character.ExEvadeRate += 0.25; } public override void OnEffectLost(Character character) { character.ExEvadeRate -= 0.25; } public override bool AlterExpectedDamageBeforeCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, out double newDamage) { newDamage = damage; if (isNormalAttack) { newDamage = Calculation.Round2Digits(damage + 伤害加成); } return true; } public override bool AlterHardnessTimeAfterNormalAttack(Character character, double baseHardnessTime, out double newHardnessTime) { newHardnessTime = Calculation.Round2Digits(baseHardnessTime * 0.8); return true; } public override void OnSkillCasted(ActionQueue queue, Character actor, List enemys, List teammates, Dictionary others) { RemainDuration = Duration; if (!actor.Effects.Contains(this)) { actor.Effects.Add(this); OnEffectGained(actor); } } } }