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using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : 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 => 15;
public (Character character) : base(SkillType.SuperSkill, character)
{
Effects.Add(new (this));
}
}
public class (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 => Calculation.Round4Digits(1.4 + 0.4 * (Level - 1));
private double => Calculation.Round2Digits( * 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 + );
}
}
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);
}
}
}
}