2024-09-10 21:33:49 +08:00

79 lines
2.9 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 => 3001;
public override string Name => "天赐之力";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double EPCost => 100;
public override double CD => 60;
public override double HardnessTime => 15;
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 => Skill.Name;
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)}% 敏捷 [ {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.AGI);
}
return d;
}
}
public override void OnEffectGained(Character character)
{
character.ExEvadeRate += 0.25;
}
public override void OnEffectLost(Character character)
{
character.ExEvadeRate -= 0.25;
}
public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)
{
if (character == Skill.Character && isNormalAttack)
{
damage = Calculation.Round2Digits(damage + );
}
}
public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime)
{
baseHardnessTime = Calculation.Round2Digits(baseHardnessTime * 0.8);
}
public override void OnSkillCasted(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);
}
}
}
}