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https://github.com/milimoe/FunGame-Testing.git
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91 lines
4.0 KiB
C#
91 lines
4.0 KiB
C#
using Milimoe.FunGame.Core.Api.Utility;
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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 天赐之力 : Skill
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{
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public override long Id => 3001;
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public override string Name => "天赐之力";
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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 => 60;
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public override double HardnessTime => 15;
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public 天赐之力(Character character) : base(SkillType.SuperSkill, character)
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{
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Effects.Add(new 天赐之力特效(this));
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}
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}
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public class 天赐之力特效(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 => $"{Duration} 时间内,增加 40% 攻击力 [ {攻击力提升} ]、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} ] 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。";
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public override bool TargetSelf => false;
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public override int TargetCount => 1;
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public override bool Durative => true;
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public override double Duration => 40;
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private double 系数 => Calculation.Round4Digits(1.2 * (1 + 0.6 * (Skill.Level - 1)));
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private double 伤害加成 => Calculation.Round2Digits(系数 * Skill.Character?.AGI ?? 0);
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private double 攻击力提升 => Calculation.Round2Digits(0.4 * Skill.Character?.BaseATK ?? 0);
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private double 实际的攻击力提升 = 0;
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public override void OnEffectGained(Character character)
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{
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实际的攻击力提升 = 攻击力提升;
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character.ExATK2 += 实际的攻击力提升;
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character.PhysicalPenetration += 0.3;
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character.ExEvadeRate += 0.25;
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if (character.Effects.Where(e => e is 心灵之火特效).FirstOrDefault() is 心灵之火特效 e)
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{
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e.基础冷却时间 = 3;
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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;
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}
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}
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public override void OnEffectLost(Character character)
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{
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character.ExATK2 -= 实际的攻击力提升;
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character.PhysicalPenetration -= 0.3;
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character.ExEvadeRate -= 0.25;
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if (character.Effects.Where(e => e is 心灵之火特效).FirstOrDefault() is 心灵之火特效 e)
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{
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e.基础冷却时间 = 8;
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}
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}
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public override CharacterActionType AlterActionTypeBeforeAction(Character character, CharacterState state, ref bool canUseItem, ref bool canCastSkill, ref double pUseItem, ref double pCastSkill, ref double pNormalAttack)
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{
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pNormalAttack += 0.1;
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return CharacterActionType.None;
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}
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public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)
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{
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if (character == Skill.Character && isNormalAttack)
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{
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damage = Calculation.Round2Digits(damage + 伤害加成);
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}
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}
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public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
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{
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baseHardnessTime = Calculation.Round2Digits(baseHardnessTime * 0.8);
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}
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public override void OnSkillCasted(Character caster, List<Character> enemys, List<Character> teammates, 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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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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