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https://github.com/milimoe/FunGame-Testing.git
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66 lines
2.5 KiB
C#
66 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.Skills
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{
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public class 魔法涌流 : Skill
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{
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public override long Id => 3003;
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public override string Name => "魔法涌流";
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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 => 35;
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public override double HardnessTime => 10;
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public 魔法涌流(Character character) : base(SkillType.SuperSkill, character)
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{
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Effects.Add(new 魔法涌流特效(this));
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}
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}
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public class 魔法涌流特效(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 => "魔法涌流";
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public override string Description => $"{Duration} 时间内,增加所有伤害的 {减伤比例 * 100:0.##}% 伤害减免,并将普通攻击转为魔法伤害,可叠加魔法震荡的效果。";
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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 => 25;
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private double 减伤比例 => Calculation.Round2Digits(0.1 + 0.02 * (Level -1));
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private double 实际比例 = 0;
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public override void OnEffectGained(Character character)
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{
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实际比例 = 减伤比例;
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character.NormalAttack.SetMagicType(true, character.MagicType);
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}
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public override void OnEffectLost(Character character)
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{
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character.NormalAttack.SetMagicType(false, character.MagicType);
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}
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public override bool AlterActualDamageAfterCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
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{
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if (enemy == Skill.Character)
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{
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damage = Calculation.Round2Digits(damage * (1 - 实际比例));
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}
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return false;
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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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实际比例 = 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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