using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Milimoe.FunGame.Testing.Skills { public class 迅捷之势 : Skill { public override long Id => 3009; public override string Name => "迅捷之势"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override double EPCost => 100; public override double CD => 60 - 2 * (Level - 1); public override double HardnessTime { get; set; } = 15; public 迅捷之势(Character character) : base(SkillType.SuperSkill, character) { Effects.Add(new 迅捷之势特效(this)); } } public class 迅捷之势特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"{Duration} 时间内,普通攻击转为魔法伤害,且硬直时间减少50%,并基于 {智力系数 * 100:0.##}% 智力 [{智力加成}] 强化普通攻击伤害。"; public override bool TargetSelf => true; public override bool Durative => true; public override double Duration => 40; private double 智力系数 => Calculation.Round4Digits(1.4 + 0.4 * (Level - 1)); private double 智力加成 => Calculation.Round2Digits(智力系数 * Skill.Character?.INT ?? 0); public override void OnEffectGained(Character character) { character.NormalAttack.SetMagicType(true, character.MagicType); } public override void OnEffectLost(Character character) { character.NormalAttack.SetMagicType(false, character.MagicType); } public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType) { if (character == Skill.Character && isNormalAttack) { damage = Calculation.Round2Digits(damage + 智力加成); } } public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected) { baseHardnessTime = Calculation.Round2Digits(baseHardnessTime * 0.5); } public override void OnSkillCasted(Character caster, List enemys, List teammates, Dictionary others) { RemainDuration = Duration; if (!caster.Effects.Contains(this)) { caster.Effects.Add(this); OnEffectGained(caster); } } } }