using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Milimoe.FunGame.Testing.Skills { public class 天赐之力 : Skill { public override long Id => 3001; public override string Name => "天赐之力"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override double EPCost => 100; public override double CD => 60; public override double HardnessTime => 15; public 天赐之力(Character character) : base(SkillType.SuperSkill, character) { Effects.Add(new 天赐之力特效(this)); } } public class 天赐之力特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"{Duration} 时间内,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)}% 敏捷 [ {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.AGI); } return d; } } public override void OnEffectGained(Character character) { character.ExEvadeRate += 0.25; } public override void OnEffectLost(Character character) { character.ExEvadeRate -= 0.25; } 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 + 伤害加成); } } public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime) { baseHardnessTime = Calculation.Round2Digits(baseHardnessTime * 0.8); } public override void OnSkillCasted(Character actor, List enemys, List teammates, Dictionary others) { RemainDuration = Duration; if (!actor.Effects.Contains(this)) { actor.Effects.Add(this); OnEffectGained(actor); } } } }