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https://github.com/milimoe/FunGame-Testing.git
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67 lines
2.5 KiB
C#
67 lines
2.5 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.Effects
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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 => "天赐之力";
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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)}% 核心属性 [ {伤害加成} ] 强化普通攻击的伤害。";
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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 伤害加成
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{
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get
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{
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double d = 0;
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if (Skill.Character != null)
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{
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d = Calculation.Round2Digits(1.2 * (1 + 0.6 * (Skill.Level - 1)) * Skill.Character.PrimaryAttributeValue);
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}
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return d;
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}
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}
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public override void OnEffectGained(Character character)
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{
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character.ExEvadeRate += 0.25;
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}
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public override void OnEffectLost(Character character)
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{
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character.ExEvadeRate -= 0.25;
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}
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public override bool AlterExpectedDamageBeforeCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, out double newDamage)
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{
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newDamage = damage;
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if (isNormalAttack)
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{
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newDamage = Calculation.Round2Digits(damage + 伤害加成);
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}
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return true;
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}
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public override bool AlterHardnessTimeAfterNormalAttack(Character character, double baseHardnessTime, out double newHardnessTime)
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{
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newHardnessTime = Calculation.Round2Digits(baseHardnessTime * 0.8);
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return true;
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}
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public override void OnSkillCasted(ActionQueue queue, Character actor, 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 (!actor.Effects.Contains(this))
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{
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actor.Effects.Add(this);
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OnEffectGained(actor);
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}
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}
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}
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}
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