mirror of
https://github.com/milimoe/FunGame-Testing.git
synced 2025-04-22 12:19:34 +08:00
90 lines
3.9 KiB
C#
90 lines
3.9 KiB
C#
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 => (long)SuperSkillID.天赐之力;
|
|
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 { get; set; } = 15;
|
|
|
|
public 天赐之力(Character? character = null) : 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:0.##} 时间内,增加 40% 攻击力 [ {攻击力提升:0.##} ]、30% 物理穿透和 25% 闪避率(不可叠加),普通攻击硬直时间额外减少 20%,基于 {系数 * 100:0.##}% 敏捷 [ {伤害加成:0.##} ] 强化普通攻击的伤害。在持续时间内,【心灵之火】的冷却时间降低至 3 时间。";
|
|
public override bool TargetSelf => false;
|
|
public override int TargetCount => 1;
|
|
public override bool Durative => true;
|
|
public override double Duration => 40;
|
|
|
|
private double 系数 => 1.2 * (1 + 0.6 * (Skill.Level - 1));
|
|
private double 伤害加成 => 系数 * Skill.Character?.AGI ?? 0;
|
|
private double 攻击力提升 => 0.4 * Skill.Character?.BaseATK ?? 0;
|
|
private double 实际的攻击力提升 = 0;
|
|
|
|
public override void OnEffectGained(Character character)
|
|
{
|
|
实际的攻击力提升 = 攻击力提升;
|
|
character.ExATK2 += 实际的攻击力提升;
|
|
character.PhysicalPenetration += 0.3;
|
|
character.ExEvadeRate += 0.25;
|
|
if (character.Effects.Where(e => e is 心灵之火特效).FirstOrDefault() is 心灵之火特效 e)
|
|
{
|
|
e.基础冷却时间 = 3;
|
|
if (e.冷却时间 > e.基础冷却时间) e.冷却时间 = e.基础冷却时间;
|
|
}
|
|
}
|
|
|
|
public override void OnEffectLost(Character character)
|
|
{
|
|
character.ExATK2 -= 实际的攻击力提升;
|
|
character.PhysicalPenetration -= 0.3;
|
|
character.ExEvadeRate -= 0.25;
|
|
if (character.Effects.Where(e => e is 心灵之火特效).FirstOrDefault() is 心灵之火特效 e)
|
|
{
|
|
e.基础冷却时间 = 8;
|
|
}
|
|
}
|
|
|
|
public override CharacterActionType AlterActionTypeBeforeAction(Character character, CharacterState state, ref bool canUseItem, ref bool canCastSkill, ref double pUseItem, ref double pCastSkill, ref double pNormalAttack)
|
|
{
|
|
pNormalAttack += 0.1;
|
|
return CharacterActionType.None;
|
|
}
|
|
|
|
public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)
|
|
{
|
|
if (character == Skill.Character && isNormalAttack)
|
|
{
|
|
damage += 伤害加成;
|
|
}
|
|
}
|
|
|
|
public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
|
|
{
|
|
baseHardnessTime *= 0.8;
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|