2024-10-25 19:27:00 +08:00

90 lines
3.9 KiB
C#

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)SuperSkillID.;
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 (Character? character = null) : 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: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 => 1.2 * (1 + 0.6 * (Skill.Level - 1));
private double => * Skill.Character?.AGI ?? 0;
private double => 0.4 * Skill.Character?.BaseATK ?? 0;
private double = 0;
public override void OnEffectGained(Character character)
{
= ;
character.ExATK2 += ;
character.PhysicalPenetration += 0.3;
character.ExEvadeRate += 0.25;
if (character.Effects.Where(e => e is ).FirstOrDefault() is e)
{
e. = 3;
if (e. > e.) e. = e.;
}
}
public override void OnEffectLost(Character character)
{
character.ExATK2 -= ;
character.PhysicalPenetration -= 0.3;
character.ExEvadeRate -= 0.25;
if (character.Effects.Where(e => e is ).FirstOrDefault() is e)
{
e. = 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 += ;
}
}
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);
}
}
}
}