FunGame-Testing/Library/Effects/天赐之力特效.cs
2024-09-10 00:54:37 +08:00

67 lines
2.5 KiB
C#

using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Effects
{
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => "天赐之力";
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。";
public override bool TargetSelf => false;
public override int TargetCount => 1;
public override bool Durative => true;
public override double Duration => 40;
private double
{
get
{
double d = 0;
if (Skill.Character != null)
{
d = Calculation.Round2Digits(1.2 * (1 + 0.6 * (Skill.Level - 1)) * Skill.Character.PrimaryAttributeValue);
}
return d;
}
}
public override void OnEffectGained(Character character)
{
character.ExEvadeRate += 0.25;
}
public override void OnEffectLost(Character character)
{
character.ExEvadeRate -= 0.25;
}
public override bool AlterExpectedDamageBeforeCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, out double newDamage)
{
newDamage = damage;
if (isNormalAttack)
{
newDamage = Calculation.Round2Digits(damage + );
}
return true;
}
public override bool AlterHardnessTimeAfterNormalAttack(Character character, double baseHardnessTime, out double newHardnessTime)
{
newHardnessTime = Calculation.Round2Digits(baseHardnessTime * 0.8);
return true;
}
public override void OnSkillCasted(ActionQueue queue, Character actor, List<Character> enemys, List<Character> teammates, Dictionary<string, object> others)
{
RemainDuration = Duration;
if (!actor.Effects.Contains(this))
{
actor.Effects.Add(this);
OnEffectGained(actor);
}
}
}
}