FunGame-Testing/Library/Effects/疾风步特效.cs
2024-09-10 00:54:37 +08:00

86 lines
3.2 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 => "疾风步";
public override string Description => $"进入不可选中状态,获得 100 行动速度,持续 {Duration} 时间。在持续时间内,首次造成伤害会附加 {Calculation.Round2Digits((1.5 + 1.5 * (Skill.Level - 1)) * 100)}% 敏捷 [ {伤害加成} ] 的强化伤害,并解除不可选中状态。剩余的持续时间内,提高 15% 闪避率和暴击率。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 15 + (2 * (Level - 1));
private double
{
get
{
double d = 0;
if (Skill.Character != null)
{
d = Calculation.Round2Digits((1.5 + 1.5 * (Skill.Level - 1)) * Skill.Character.AGI);
}
return d;
}
}
private bool { get; set; } = true;
private bool { get; set; } = false;
public override void OnEffectGained(Character character)
{
character.IsUnselectable = true;
Skill.IsInEffect = true;
character.ExSPD += 100;
}
public override void OnEffectLost(Character character)
{
Skill.IsInEffect = false;
if ()
{
character.ExEvadeRate -= 0.15;
character.ExCritRate -= 0.15;
}
else
{
character.IsUnselectable = false;
}
character.ExSPD -= 100;
}
public override bool AlterActualDamageAfterCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, bool isCritical, out double newDamage)
{
if ()
{
= false;
newDamage = Calculation.Round2Digits(damage + );
Console.WriteLine($"[ {character} ] 发动了 [ 疾风步 ] 的特效,获得了 [ {伤害加成} ] 点伤害加成!");
= true;
character.ExEvadeRate += 0.15;
character.ExCritRate += 0.15;
character.IsUnselectable = false;
return true;
}
else
{
newDamage = damage;
return true;
}
}
public override void OnSkillCasted(ActionQueue queue, Character actor, List<Character> enemys, List<Character> teammates, Dictionary<string, object> others)
{
if (!actor.Effects.Contains(this))
{
= true;
= false;
RemainDuration = Duration;
actor.Effects.Add(this);
OnEffectGained(actor);
}
}
}
}