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https://github.com/milimoe/FunGame-Testing.git
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69 lines
3.0 KiB
C#
69 lines
3.0 KiB
C#
using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Milimoe.FunGame.Testing.Skills
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{
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public class 精准打击 : Skill
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{
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public override long Id => (long)SuperSkillID.精准打击;
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public override string Name => "精准打击";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override double EPCost => 100;
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public override double CD => 40 - 1 * (Level - 1);
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public override double HardnessTime { get; set; } = 8;
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public 精准打击(Character? character = null) : base(SkillType.SuperSkill, character)
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{
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Effects.Add(new 精准打击特效(this));
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}
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}
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public class 精准打击特效(Skill skill) : Effect(skill)
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{
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public override long Id => Skill.Id;
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public override string Name => Skill.Name;
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public override string Description => $"30 时间内暴击率提升 {暴击率提升 * 100:0.##}%,暴击伤害提升 {暴击伤害提升 * 100:0.##}%,物理穿透提升 {物理穿透提升 * 100:0.##}%。";
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public override bool TargetSelf => true;
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public override bool Durative => true;
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public override double Duration => 30;
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private double 暴击率提升 => 0.2 + 0.03 * (Level - 1);
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private double 暴击伤害提升 => 0.8 + 0.04 * (Level - 1);
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private double 物理穿透提升 => 0.3;
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private double 实际暴击率提升 = 0;
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private double 实际暴击伤害提升 = 0;
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private double 实际物理穿透提升 = 0;
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public override void OnEffectGained(Character character)
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{
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实际暴击率提升 = 暴击率提升;
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实际暴击伤害提升 = 暴击伤害提升;
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实际物理穿透提升 = 物理穿透提升;
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character.ExCritRate += 实际暴击率提升;
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character.ExCritDMG += 实际暴击伤害提升;
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character.PhysicalPenetration += 实际物理穿透提升;
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WriteLine($"[ {character} ] 的暴击率提升了 [ {实际暴击率提升 * 100:0.##}% ],暴击伤害提升了 [ {实际暴击伤害提升 * 100:0.##}% ],物理穿透提升了 [ {实际物理穿透提升 * 100:0.##}% ] !!");
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}
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public override void OnEffectLost(Character character)
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{
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character.ExCritRate -= 实际暴击率提升;
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character.ExCritDMG -= 实际暴击伤害提升;
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character.PhysicalPenetration -= 实际物理穿透提升;
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}
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public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
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{
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RemainDuration = Duration;
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if (!caster.Effects.Contains(this))
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{
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实际暴击率提升 = 0;
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实际暴击伤害提升 = 0;
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实际物理穿透提升 = 0;
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caster.Effects.Add(this);
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OnEffectGained(caster);
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}
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}
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}
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}
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