mirror of
https://github.com/milimoe/FunGame-Testing.git
synced 2025-04-22 12:19:34 +08:00
79 lines
2.9 KiB
C#
79 lines
2.9 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 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, ref bool isCheckProtected)
|
|
{
|
|
baseHardnessTime = Calculation.Round2Digits(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);
|
|
}
|
|
}
|
|
}
|
|
}
|