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@ -35,7 +35,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override string Description => $"对{Skill.TargetDescription()}施加强驱散,并基于{(Skill.Character != null ? CharacterSet.GetPrimaryAttributeName(Skill.Character.PrimaryAttribute) : "核心属性")}的 {PACoefficient * 100:0.##}% 治疗或复苏{Skill.TargetDescription()},回复 {Heal:0.##} 点生命值。" +
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public override string Description => $"对{Skill.TargetDescription()}施加强驱散,并基于{(Skill.Character != null ? CharacterSet.GetPrimaryAttributeName(Skill.Character.PrimaryAttribute) : "核心属性")}的 {PACoefficient * 100:0.##}% 治疗或复苏{Skill.TargetDescription()},回复 {Heal:0.##} 点生命值。" +
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(Improvement > 0 ? $"灵魂绑定额外效果:增加目标 {Improvement / 2 * 100:0.##}% 物理伤害减免和魔法抗性,持续 2 回合。" : "") + $"复苏:如果目标已死亡,则复活目标。复苏只能至多回复至其最大生命值的 20%。";
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(Improvement > 0 ? $"灵魂绑定额外效果:增加目标 {Improvement / 2 * 100:0.##}% 物理伤害减免和魔法抗性,持续 2 回合。" : "") + $"复苏:如果目标已死亡,则复活目标。复苏只能至多回复至其最大生命值的 20%。";
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public double PACoefficient => 1.35 + 0.35 * (Skill.Level - 1);
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public double PACoefficient => 1.35 + 0.65 * (Skill.Level - 1);
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public double Heal => (Skill.Character?.PrimaryAttributeValue ?? 0) * PACoefficient;
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public double Heal => (Skill.Character?.PrimaryAttributeValue ?? 0) * PACoefficient;
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public override void OnSkillCasted(Character caster, List<Character> targets, List<Grid> grids, Dictionary<string, object> others)
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public override void OnSkillCasted(Character caster, List<Character> targets, List<Grid> grids, Dictionary<string, object> others)
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@ -70,6 +70,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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RemainDurationTurn = 2,
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RemainDurationTurn = 2,
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IsDebuff = false
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IsDebuff = false
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};
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};
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target.Effects.Add(e);
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e.OnEffectGained(target);
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e.OnEffectGained(target);
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RecordCharacterApplyEffects(target, EffectType.DefenseBoost);
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RecordCharacterApplyEffects(target, EffectType.DefenseBoost);
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WriteLine($"[ {target} ] 提升了 {dr * 100:0.##}% 物理伤害减免和魔法抗性!");
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WriteLine($"[ {target} ] 提升了 {dr * 100:0.##}% 物理伤害减免和魔法抗性!");
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@ -77,4 +78,4 @@ namespace Oshima.FunGame.OshimaModules.Skills
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}
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}
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}
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}
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}
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}
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}
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}
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