using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Milimoe.FunGame.Testing.Effects { public class 疾风步特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => "疾风步"; public override string Description => $"进入不可选中状态,获得 100 行动速度,持续 {Duration} 时间。在持续时间内,首次造成伤害会附加 {Calculation.Round2Digits((1.5 + 1.5 * (Skill.Level - 1)) * 100)}% 敏捷 [ {伤害加成} ] 的强化伤害,并解除不可选中状态。剩余的持续时间内,提高 15% 闪避率和暴击率。"; public override bool TargetSelf => true; public override bool Durative => true; public override double Duration => 15 + (2 * (Level - 1)); private double 伤害加成 { get { double d = 0; if (Skill.Character != null) { d = Calculation.Round2Digits((1.5 + 1.5 * (Skill.Level - 1)) * Skill.Character.AGI); } return d; } } private bool 首次伤害 { get; set; } = true; private bool 破隐一击 { get; set; } = false; public override void OnEffectGained(Character character) { character.IsUnselectable = true; Skill.IsInEffect = true; character.ExSPD += 100; } public override void OnEffectLost(Character character) { Skill.IsInEffect = false; if (破隐一击) { character.ExEvadeRate -= 0.15; character.ExCritRate -= 0.15; } else { character.IsUnselectable = false; } character.ExSPD -= 100; } public override bool AlterActualDamageAfterCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, bool isCritical, out double newDamage) { if (首次伤害) { 首次伤害 = false; newDamage = Calculation.Round2Digits(damage + 伤害加成); Console.WriteLine($"[ {character} ] 发动了 [ 疾风步 ] 的特效,获得了 [ {伤害加成} ] 点伤害加成!"); 破隐一击 = true; character.ExEvadeRate += 0.15; character.ExCritRate += 0.15; character.IsUnselectable = false; return true; } else { newDamage = damage; return true; } } public override void OnSkillCasted(ActionQueue queue, Character actor, List enemys, List teammates, Dictionary others) { if (!actor.Effects.Contains(this)) { 首次伤害 = true; 破隐一击 = false; RemainDuration = Duration; actor.Effects.Add(this); OnEffectGained(actor); } } } }