66 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.Skills
{
public class : Skill
{
public override long Id => 3003;
public override string Name => "魔法涌流";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double EPCost => 100;
public override double CD => 35;
public override double HardnessTime => 10;
public (Character character) : base(SkillType.SuperSkill, character)
{
Effects.Add(new (this));
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => "魔法涌流";
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。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 25;
private double => Calculation.Round2Digits(0.1 + 0.02 * (Level -1));
private double = 0;
public override void OnEffectGained(Character character)
{
= ;
character.NormalAttack.SetMagicType(true, character.MagicType);
}
public override void OnEffectLost(Character character)
{
character.NormalAttack.SetMagicType(false, character.MagicType);
}
public override bool AlterActualDamageAfterCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (enemy == Skill.Character)
{
damage = Calculation.Round2Digits(damage * (1 - ));
}
return false;
}
public override void OnSkillCasted(Character caster, List<Character> enemys, List<Character> teammates, Dictionary<string, object> others)
{
RemainDuration = Duration;
if (!caster.Effects.Contains(this))
{
= 0;
caster.Effects.Add(this);
OnEffectGained(caster);
}
}
}
}