mirror of
https://github.com/milimoe/FunGame-Testing.git
synced 2025-04-22 12:19:34 +08:00
68 lines
2.8 KiB
C#
68 lines
2.8 KiB
C#
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 => (long)SuperSkillID.迅捷之势;
|
||
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 = null) : 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<Character> enemys, List<Character> teammates, Dictionary<string, object> others)
|
||
{
|
||
RemainDuration = Duration;
|
||
if (!caster.Effects.Contains(this))
|
||
{
|
||
caster.Effects.Add(this);
|
||
OnEffectGained(caster);
|
||
}
|
||
}
|
||
}
|
||
}
|