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添加易伤
This commit is contained in:
parent
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@ -220,4 +220,35 @@
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/// </summary>
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Active_End = 8999
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}
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public enum PassiveEffectID : long
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{
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完全行动不能 = 4101,
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行动受限 = 4102,
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战斗不能 = 4103,
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封技 = 4104,
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缴械 = 4105,
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标记 = 4106,
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眩晕 = 4107,
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石化 = 4108,
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冻结 = 4109,
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烧伤 = 4110,
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中毒 = 4111,
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诅咒 = 4112,
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愤怒 = 4113,
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混乱 = 4114,
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气绝 = 4115,
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虚弱 = 4116,
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迟滞 = 4117,
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易伤 = 4118,
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物理护盾 = 4119,
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魔法护盾 = 4120,
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物理免疫 = 4121,
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魔法免疫 = 4122,
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技能免疫 = 4123,
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完全免疫 = 4124,
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持续性弱驱散 = 4125,
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持续性强驱散 = 4126,
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累积之压标记 = 4127
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}
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}
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11
OshimaModules/Effects/PassiveEffects/冻结.cs
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11
OshimaModules/Effects/PassiveEffects/冻结.cs
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@ -0,0 +1,11 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
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namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
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{
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public class 冻结(Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : 完全行动不能(nameof(冻结), EffectType.Petrify, skill, sourceCharacter, durative, duration, durationTurn)
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{
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public override long Id => (long)PassiveEffectID.冻结;
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}
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}
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@ -1,12 +1,13 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Interface.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
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namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
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{
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public class 完全免疫 : Effect
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{
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public override long Id => 4113;
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public override long Id => (long)PassiveEffectID.完全免疫;
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public override string Name => "完全免疫";
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public override string Description => $"此角色处于完全免疫状态,无法选中其作为普通攻击和技能的目标(自释放技能除外),免疫物理伤害和魔法伤害。来自:[ {Source} ] 的 [ {Skill.Name} ]";
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public override EffectType EffectType => EffectType.PhysicalImmune;
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57
OshimaModules/Effects/PassiveEffects/完全行动不能.cs
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57
OshimaModules/Effects/PassiveEffects/完全行动不能.cs
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@ -0,0 +1,57 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
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namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
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{
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public class 完全行动不能 : Effect
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{
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public override long Id => (long)PassiveEffectID.完全行动不能;
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public override string Name => _name;
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public override string Description => $"此角色被{Name}了,不能行动。来自:[ {Source} ] 的 [ {Skill.Name} ]";
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public override EffectType EffectType => _type;
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public override DispelledType DispelledType => DispelledType.Strong;
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public override bool IsDebuff => true;
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public override Character Source => _sourceCharacter;
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public override bool Durative => _durative;
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public override double Duration => _duration;
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public override int DurationTurn => _durationTurn;
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private readonly string _name;
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private readonly EffectType _type;
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private readonly Character _sourceCharacter;
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private readonly bool _durative;
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private readonly double _duration;
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private readonly int _durationTurn;
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public 完全行动不能(string name, EffectType type, Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill)
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{
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_name = name;
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_type = type;
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GamingQueue = skill.GamingQueue;
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_sourceCharacter = sourceCharacter;
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_durative = durative;
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_duration = duration;
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_durationTurn = durationTurn;
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}
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public override void OnEffectGained(Character character)
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{
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if (_durative && RemainDuration == 0)
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{
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RemainDuration = Duration;
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}
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else if (RemainDurationTurn == 0)
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{
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RemainDurationTurn = DurationTurn;
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}
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AddEffectStatesToCharacter(character, [CharacterState.NotActionable]);
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InterruptCasting(character, Source);
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}
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public override void OnEffectLost(Character character)
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{
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RemoveEffectStatesFromCharacter(character);
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}
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}
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}
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@ -1,11 +1,12 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
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namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
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{
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public class 封技 : Effect
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{
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public override long Id => 4103;
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public override long Id => (long)PassiveEffectID.封技;
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public override string Name => "封技";
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public override string Description => $"此角色被封技了,不能使用技能(魔法、战技和爆发技)。来自:[ {Source} ] 的 [ {Skill.Name} ]";
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public override EffectType EffectType => EffectType.Silence;
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103
OshimaModules/Effects/PassiveEffects/愤怒.cs
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103
OshimaModules/Effects/PassiveEffects/愤怒.cs
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@ -0,0 +1,103 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
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namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
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{
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public class 愤怒 : Effect
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{
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public override long Id => (long)PassiveEffectID.愤怒;
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public override string Name => "愤怒";
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public override string Description => $"此角色处于愤怒状态,行动受限且失控,行动回合中无法自主行动,仅能对 [ {_targetCharacter} ] 发起普通攻击。来自:[ {Source} ] 的 [ {Skill.Name} ]";
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public override EffectType EffectType => EffectType.Taunt;
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public override DispelledType DispelledType => DispelledType.Strong;
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public override bool IsDebuff => true;
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public override Character Source => _sourceCharacter;
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public override bool Durative => _durative;
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public override double Duration => _duration;
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public override int DurationTurn => _durationTurn;
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private readonly Character _sourceCharacter;
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private readonly Character _targetCharacter;
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private readonly bool _durative;
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private readonly double _duration;
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private readonly int _durationTurn;
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public 愤怒(Skill skill, Character sourceCharacter, Character targetCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill)
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{
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GamingQueue = skill.GamingQueue;
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_sourceCharacter = sourceCharacter;
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_targetCharacter = targetCharacter;
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_durative = durative;
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_duration = duration;
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_durationTurn = durationTurn;
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}
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public override void AlterSelectListBeforeAction(Character character, List<Character> enemys, List<Character> teammates, List<Skill> skills, Dictionary<Character, int> continuousKilling, Dictionary<Character, int> earnedMoney)
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{
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// 为了确保角色能够自动化行动,这里需要将角色设置为可行动
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if (character.CharacterState == CharacterState.ActionRestricted)
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{
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GamingQueue?.SetCharactersToAIControl(true, false, character);
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character.CharacterState = CharacterState.Actionable;
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}
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enemys.Clear();
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teammates.Clear();
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if (_targetCharacter.HP > 0)
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{
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enemys.Add(_targetCharacter);
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}
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}
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public override CharacterActionType AlterActionTypeBeforeAction(Character character, CharacterState state, ref bool canUseItem, ref bool canCastSkill, ref double pUseItem, ref double pCastSkill, ref double pNormalAttack, ref bool forceAction)
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{
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forceAction = true;
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if (_targetCharacter.HP > 0)
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{
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return CharacterActionType.NormalAttack;
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}
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// 如果目标已死亡,则放弃本回合行动,并在回合结束后自动移除愤怒状态
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RemainDuration = 0;
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RemainDurationTurn = 0;
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return CharacterActionType.EndTurn;
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}
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public override void AfterDeathCalculation(Character death, Character? killer, Dictionary<Character, int> continuousKilling, Dictionary<Character, int> earnedMoney)
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{
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if (death == _targetCharacter)
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{
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// 如果目标死亡,则在下次时间流逝时自动移除愤怒状态
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RemainDuration = 0;
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RemainDurationTurn = 0;
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}
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}
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public override void OnTurnEnd(Character character)
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{
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character.UpdateCharacterState();
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}
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public override void OnEffectGained(Character character)
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{
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if (_durative && RemainDuration == 0)
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{
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RemainDuration = Duration;
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}
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else if (RemainDurationTurn == 0)
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{
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RemainDurationTurn = DurationTurn;
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}
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GamingQueue?.SetCharactersToAIControl(true, false, character);
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AddEffectStatesToCharacter(character, [CharacterState.ActionRestricted]);
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AddEffectTypeToCharacter(character, [EffectType.Taunt]);
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InterruptCasting(character, Source);
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}
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public override void OnEffectLost(Character character)
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{
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GamingQueue?.SetCharactersToAIControl(true, true, character);
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RemoveEffectStatesFromCharacter(character);
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RemoveEffectTypesFromCharacter(character);
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}
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}
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}
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@ -1,12 +1,13 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Interface.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
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namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
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{
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public class 技能免疫 : Effect
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{
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public override long Id => 4110;
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public override long Id => (long)PassiveEffectID.技能免疫;
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public override string Name => "技能免疫";
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public override string Description => $"此角色处于技能免疫状态,无法选中其作为技能目标(自释放技能除外),并免疫来自技能的伤害。来自:[ {Source} ] 的 [ {Skill.Name} ]";
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public override EffectType EffectType => EffectType.SkilledImmune;
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@ -1,11 +1,12 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
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namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
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{
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public class 持续性弱驱散 : Effect
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{
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public override long Id => 4104;
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public override long Id => (long)PassiveEffectID.持续性弱驱散;
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public override string Name => "持续性弱驱散";
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public override string Description => $"此角色正在被持续性弱驱散。来自:[ {Source} ] 的 [ {Skill.Name} ]";
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public override EffectType EffectType => EffectType.WeakDispelling;
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@ -1,11 +1,12 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
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namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
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{
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public class 持续性强驱散 : Effect
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{
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public override long Id => 4105;
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public override long Id => (long)PassiveEffectID.持续性强驱散;
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public override string Name => "持续性强驱散";
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public override string Description => $"此角色正在被持续性强驱散。来自:[ {Source} ] 的 [ {Skill.Name} ]";
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public override EffectType EffectType => EffectType.StrongDispelling;
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67
OshimaModules/Effects/PassiveEffects/易伤.cs
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67
OshimaModules/Effects/PassiveEffects/易伤.cs
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@ -0,0 +1,67 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
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namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
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{
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public class 易伤 : Effect
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{
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public override long Id => (long)PassiveEffectID.易伤;
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public override string Name => "易伤";
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public override string Description => $"此角色处于易伤状态,额外受到 {_exDamagePercent * 100:0.##}% {CharacterSet.GetDamageTypeName(_damageType)}。来自:[ {Source} ] 的 [ {Skill.Name} ]";
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public override EffectType EffectType => EffectType.Vulnerable;
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public override bool IsDebuff => true;
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public override Character Source => _sourceCharacter;
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public override bool Durative => _durative;
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public override double Duration => _duration;
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public override int DurationTurn => _durationTurn;
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private readonly DamageType _damageType;
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private readonly Character _targetCharacter;
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private readonly Character _sourceCharacter;
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private readonly bool _durative;
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private readonly double _duration;
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private readonly int _durationTurn;
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private readonly double _exDamagePercent;
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public 易伤(Skill skill, Character targetCharacter, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1,
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DamageType damageType = DamageType.Magical, double exDamagePercent = 0) : base(skill)
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{
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GamingQueue = skill.GamingQueue;
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_targetCharacter = targetCharacter;
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_sourceCharacter = sourceCharacter;
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_durative = durative;
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_duration = duration;
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_durationTurn = durationTurn;
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_damageType = damageType;
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_exDamagePercent = exDamagePercent;
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}
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public override double AlterActualDamageAfterCalculation(Character character, Character enemy, double damage, bool isNormalAttack, DamageType damageType, MagicType magicType, DamageResult damageResult, ref bool isEvaded, Dictionary<Effect, double> totalDamageBonus)
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{
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if (enemy == _targetCharacter && damageType == _damageType)
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{
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return damage * _exDamagePercent;
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}
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return 0;
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}
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public override void OnEffectGained(Character character)
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{
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if (_durative && RemainDuration == 0)
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{
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RemainDuration = Duration;
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}
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else if (RemainDurationTurn == 0)
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{
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RemainDurationTurn = DurationTurn;
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}
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AddEffectTypeToCharacter(character, [EffectType.Vulnerable]);
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}
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public override void OnEffectLost(Character character)
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{
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RemoveEffectTypesFromCharacter(character);
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}
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}
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}
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@ -1,11 +1,12 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
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namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
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{
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public class 气绝 : Effect
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{
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public override long Id => 4109;
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public override long Id => (long)PassiveEffectID.气绝;
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public override string Name => "气绝";
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public override string Description => $"此角色处于气绝状态,行动受限并且每{GameplayEquilibriumConstant.InGameTime}流失 {(_isPercentage ? $"{_durationDamagePercent * 100:0.##}% [ {Damage:0.##} ]" : Damage.ToString("0.##"))} 点当前生命值,此生命流失效果不会导致角色死亡。来自:[ {Source} ] 的 [ {Skill.Name} ]";
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public override EffectType EffectType => EffectType.Bleed;
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@ -1,11 +1,12 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
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namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
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{
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public class 混乱 : Effect
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{
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public override long Id => 4114;
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public override long Id => (long)PassiveEffectID.混乱;
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public override string Name => "混乱";
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public override string Description => $"此角色处于混乱状态,行动受限且失控,行动回合中无法自主行动而是随机行动,在进行攻击指令时,可能会选取友方角色为目标。来自:[ {Source} ] 的 [ {Skill.Name} ]";
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public override EffectType EffectType => EffectType.Confusion;
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@ -1,11 +1,12 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
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namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
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{
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public class 物理免疫 : Effect
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{
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public override long Id => 4112;
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public override long Id => (long)PassiveEffectID.物理免疫;
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public override string Name => "物理免疫";
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public override string Description => $"此角色处于物理免疫状态,免疫物理伤害。来自:[ {Source} ] 的 [ {Skill.Name} ]";
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public override EffectType EffectType => EffectType.PhysicalImmune;
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@ -1,11 +1,12 @@
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using Milimoe.FunGame.Core.Entity;
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||||
using Milimoe.FunGame.Core.Library.Constant;
|
||||
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
|
||||
|
||||
namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
|
||||
{
|
||||
public class 物理护盾 : Effect
|
||||
{
|
||||
public override long Id => 4106;
|
||||
public override long Id => (long)PassiveEffectID.物理护盾;
|
||||
public override string Name => "物理护盾";
|
||||
public override string Description => $"此角色拥有物理护盾{CurrentShield}。来自:[ {Source} ] 的 [ {Skill.Name} ]";
|
||||
public override EffectType EffectType => EffectType.Shield;
|
||||
|
||||
@ -1,52 +1,11 @@
|
||||
using Milimoe.FunGame.Core.Entity;
|
||||
using Milimoe.FunGame.Core.Library.Constant;
|
||||
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
|
||||
|
||||
namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
|
||||
{
|
||||
public class 眩晕 : Effect
|
||||
public class 眩晕(Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : 完全行动不能(nameof(眩晕), EffectType.Stun, skill, sourceCharacter, durative, duration, durationTurn)
|
||||
{
|
||||
public override long Id => 4101;
|
||||
public override string Name => "眩晕";
|
||||
public override string Description => $"此角色被眩晕了,不能行动。来自:[ {Source} ] 的 [ {Skill.Name} ]";
|
||||
public override EffectType EffectType => EffectType.Stun;
|
||||
public override DispelledType DispelledType => DispelledType.Strong;
|
||||
public override bool IsDebuff => true;
|
||||
public override Character Source => _sourceCharacter;
|
||||
public override bool Durative => _durative;
|
||||
public override double Duration => _duration;
|
||||
public override int DurationTurn => _durationTurn;
|
||||
|
||||
private readonly Character _sourceCharacter;
|
||||
private readonly bool _durative;
|
||||
private readonly double _duration;
|
||||
private readonly int _durationTurn;
|
||||
|
||||
public 眩晕(Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill)
|
||||
{
|
||||
GamingQueue = skill.GamingQueue;
|
||||
_sourceCharacter = sourceCharacter;
|
||||
_durative = durative;
|
||||
_duration = duration;
|
||||
_durationTurn = durationTurn;
|
||||
}
|
||||
|
||||
public override void OnEffectGained(Character character)
|
||||
{
|
||||
if (_durative && RemainDuration == 0)
|
||||
{
|
||||
RemainDuration = Duration;
|
||||
}
|
||||
else if (RemainDurationTurn == 0)
|
||||
{
|
||||
RemainDurationTurn = DurationTurn;
|
||||
}
|
||||
AddEffectStatesToCharacter(character, [CharacterState.NotActionable]);
|
||||
InterruptCasting(character, Source);
|
||||
}
|
||||
|
||||
public override void OnEffectLost(Character character)
|
||||
{
|
||||
RemoveEffectStatesFromCharacter(character);
|
||||
}
|
||||
public override long Id => (long)PassiveEffectID.眩晕;
|
||||
}
|
||||
}
|
||||
|
||||
11
OshimaModules/Effects/PassiveEffects/石化.cs
Normal file
11
OshimaModules/Effects/PassiveEffects/石化.cs
Normal file
@ -0,0 +1,11 @@
|
||||
using Milimoe.FunGame.Core.Entity;
|
||||
using Milimoe.FunGame.Core.Library.Constant;
|
||||
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
|
||||
|
||||
namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
|
||||
{
|
||||
public class 石化(Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : 完全行动不能(nameof(石化), EffectType.Petrify, skill, sourceCharacter, durative, duration, durationTurn)
|
||||
{
|
||||
public override long Id => (long)PassiveEffectID.石化;
|
||||
}
|
||||
}
|
||||
@ -1,11 +1,12 @@
|
||||
using Milimoe.FunGame.Core.Entity;
|
||||
using Milimoe.FunGame.Core.Library.Constant;
|
||||
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
|
||||
|
||||
namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
|
||||
{
|
||||
public class 累积之压标记 : Effect
|
||||
{
|
||||
public override long Id => 4102;
|
||||
public override long Id => (long)PassiveEffectID.累积之压标记;
|
||||
public override string Name => "累积之压标记";
|
||||
public override string Description => $"此角色持有累积之压标记。来自:[ {Source} ]";
|
||||
public override EffectType EffectType => EffectType.Mark;
|
||||
|
||||
@ -1,11 +1,12 @@
|
||||
using Milimoe.FunGame.Core.Entity;
|
||||
using Milimoe.FunGame.Core.Library.Constant;
|
||||
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
|
||||
|
||||
namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
|
||||
{
|
||||
public class 虚弱 : Effect
|
||||
{
|
||||
public override long Id => 4108;
|
||||
public override long Id => (long)PassiveEffectID.虚弱;
|
||||
public override string Name => "虚弱";
|
||||
public override string Description => $"此角色处于虚弱状态,伤害降低 {_damageReductionPercent * 100:0.##}%," +
|
||||
$"物理护甲降低 {_DEFReductionPercent * 100:0.##}%,魔法抗性降低 {_MDFReductionPercent * 100:0.##}%,治疗效果降低 {_healingReductionPercent * 100:0.##}%。来自:[ {Source} ] 的 [ {Skill.Name} ]";
|
||||
|
||||
65
OshimaModules/Effects/PassiveEffects/迟滞.cs
Normal file
65
OshimaModules/Effects/PassiveEffects/迟滞.cs
Normal file
@ -0,0 +1,65 @@
|
||||
using Milimoe.FunGame.Core.Entity;
|
||||
using Milimoe.FunGame.Core.Library.Constant;
|
||||
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
|
||||
|
||||
namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
|
||||
{
|
||||
public class 迟滞 : Effect
|
||||
{
|
||||
public override long Id => (long)PassiveEffectID.迟滞;
|
||||
public override string Name => "迟滞";
|
||||
public override string Description => $"此角色处于迟滞状态,普通攻击和技能的硬直时间、当前行动等待时间延长 {_hardnessReductionPercent * 100:0.##}%。来自:[ {Source} ] 的 [ {Skill.Name} ]";
|
||||
public override EffectType EffectType => EffectType.Slow;
|
||||
public override DispelledType DispelledType => DispelledType.Weak;
|
||||
public override bool IsDebuff => true;
|
||||
public override Character Source => _sourceCharacter;
|
||||
public override bool Durative => _durative;
|
||||
public override double Duration => _duration;
|
||||
public override int DurationTurn => _durationTurn;
|
||||
|
||||
private readonly Character _sourceCharacter;
|
||||
private readonly bool _durative;
|
||||
private readonly double _duration;
|
||||
private readonly int _durationTurn;
|
||||
private readonly double _hardnessReductionPercent;
|
||||
|
||||
public 迟滞(Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1, double healingReductionPercent = 0) : base(skill)
|
||||
{
|
||||
GamingQueue = skill.GamingQueue;
|
||||
_sourceCharacter = sourceCharacter;
|
||||
_durative = durative;
|
||||
_duration = duration;
|
||||
_durationTurn = durationTurn;
|
||||
_hardnessReductionPercent = healingReductionPercent;
|
||||
}
|
||||
|
||||
public override void AlterHardnessTimeAfterCastSkill(Character character, Skill skill, ref double baseHardnessTime, ref bool isCheckProtected)
|
||||
{
|
||||
baseHardnessTime *= 1 + _hardnessReductionPercent;
|
||||
}
|
||||
|
||||
public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
|
||||
{
|
||||
baseHardnessTime *= 1 + _hardnessReductionPercent;
|
||||
}
|
||||
|
||||
public override void OnEffectGained(Character character)
|
||||
{
|
||||
if (_durative && RemainDuration == 0)
|
||||
{
|
||||
RemainDuration = Duration;
|
||||
}
|
||||
else if (RemainDurationTurn == 0)
|
||||
{
|
||||
RemainDurationTurn = DurationTurn;
|
||||
}
|
||||
GamingQueue?.ChangeCharacterHardnessTime(character, _hardnessReductionPercent, true, false);
|
||||
AddEffectTypeToCharacter(character, [EffectType.Slow]);
|
||||
}
|
||||
|
||||
public override void OnEffectLost(Character character)
|
||||
{
|
||||
RemoveEffectTypesFromCharacter(character);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,12 +1,13 @@
|
||||
using Milimoe.FunGame.Core.Entity;
|
||||
using Milimoe.FunGame.Core.Interface.Entity;
|
||||
using Milimoe.FunGame.Core.Library.Constant;
|
||||
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
|
||||
|
||||
namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
|
||||
{
|
||||
public class 魔法免疫 : Effect
|
||||
{
|
||||
public override long Id => 4111;
|
||||
public override long Id => (long)PassiveEffectID.魔法免疫;
|
||||
public override string Name => "魔法免疫";
|
||||
public override string Description => $"此角色处于魔法免疫状态,无法选中其作为魔法技能的目标(自释放魔法技能除外),并且免疫魔法伤害。来自:[ {Source} ] 的 [ {Skill.Name} ]";
|
||||
public override EffectType EffectType => EffectType.MagicalImmune;
|
||||
|
||||
@ -1,11 +1,12 @@
|
||||
using Milimoe.FunGame.Core.Entity;
|
||||
using Milimoe.FunGame.Core.Library.Constant;
|
||||
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
|
||||
|
||||
namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
|
||||
{
|
||||
public class 魔法护盾 : Effect
|
||||
{
|
||||
public override long Id => 4107;
|
||||
public override long Id => (long)PassiveEffectID.魔法护盾;
|
||||
public override string Name => "魔法护盾";
|
||||
public override string Description => $"此角色拥有魔法护盾{CurrentShield}。来自:[ {Source} ] 的 [ {Skill.Name} ]";
|
||||
public override EffectType EffectType => EffectType.Shield;
|
||||
|
||||
@ -1,4 +1,9 @@
|
||||
// 注:绝大多数技能名称来自《英雄传说 空之轨迹》
|
||||
// 注:
|
||||
// 爆发技增益效果通常不可驱散。
|
||||
// 未注明友方·的增益技能均为自身,反之,可选取友方或者自身。特殊情况:友方不含自身等。
|
||||
// 被动技能不可驱散,未说明作用对象时均为自身。
|
||||
// 省略了作用目标的负面技能均为作用于敌方。(特殊地,减少硬直是增益)
|
||||
// 技能名称来源:《英雄传说 空之轨迹》/《英雄联盟》/《DOTA2》
|
||||
namespace Oshima.FunGame.OshimaModules.Skills
|
||||
{
|
||||
/**
|
||||
@ -47,7 +52,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
||||
* 弧形日珥 = 多目标伤害(风之轮·复)
|
||||
* 苍白地狱 = 多目标伤害(心灵之霞·复)
|
||||
* 破碎虚空 = 多目标伤害(暗物质·复)
|
||||
* 弧光消耗 = 多目标吸取MP和EP
|
||||
* 弧光消耗 = 多目标吸取魔法值和能量值
|
||||
*
|
||||
* 回复术·改 = 我方·单体回复(百分比)
|
||||
* 回复术·复 = 我方·多目标回复(百分比)
|
||||
@ -130,49 +135,37 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
||||
* 绞丝棍 = 单体伤害
|
||||
* 金刚击 = 单体伤害+施法解除
|
||||
* 旋风轮 = 多目标伤害
|
||||
* 樱花无双击 = 单体伤害+生命偷取
|
||||
* 双连击 = 单体2次普通攻击
|
||||
* 绝影 = 单体伤害+迟滞(硬直时间延长),可弱驱散
|
||||
* 胧 = 单体攻击,20%几率战斗不能(攻击不能+施法不能),需强驱散
|
||||
* 魔眼 = 单体迟滞(硬直时间延长)、30%概率混乱(行动受限,如同AI控制行动,回合型),需强驱散
|
||||
* 漆黑之牙 = 全体伤害
|
||||
* 胧 = 单体攻击,概率战斗不能(攻击不能+施法不能),需强驱散
|
||||
* 魔眼 = 单体迟滞(硬直时间延长)、概率混乱(行动受限,如同AI控制行动,回合型),需强驱散
|
||||
* 风之鞭 = 多目标伤害
|
||||
* 拘束之鞭 = 单体伤害+施法解除
|
||||
* 天堂之吻 = 我方·硬直时间提前(时间型)
|
||||
* 狐媚暗随 = 单体伤害
|
||||
* 女王之怒 = 单体伤害+虚弱(伤害降低+护甲魔抗降低+重伤,回合型),可弱驱散
|
||||
* 裁决塔罗 = 多目标伤害+以下状态之一:冻结(完全行动不能+魔法易伤)/混乱(行动受限,如同AI控制行动,回合型)/战斗不能(攻击不能+施法不能),需强驱散
|
||||
* 快速狙击 = 随机单体目标伤害
|
||||
* 精准射击 = 单体伤害+施法解除
|
||||
* 欢乐激发 = 我方·多目标回复
|
||||
* 乱心安魂曲 = 多目标伤害
|
||||
* 斗魂 = 攻击力降低+物理护甲降低,可弱驱散
|
||||
* 岚 = 多目标伤害+施法解除
|
||||
* 光明之环 = 我方·全体强驱散+复苏,复苏的回复量为20%;起步消耗100能量,每10能量额外增加护甲魔抗
|
||||
* 圣星光旋 = 全体伤害
|
||||
* 公牛之怒 = 自身·扣除生命值+回复能量
|
||||
* 火焰碎击 = 单体伤害+战斗不能(时间型)+施法解除,需强驱散
|
||||
* 螺旋之刃 = 单体迟滞(硬直时间延长),可弱驱散
|
||||
* 霸王疾风 = 单体伤害
|
||||
* 炎龙倒海 = 全体伤害
|
||||
* 回复弹 = 我方·单体弱驱散+回复
|
||||
* 导力装甲 = 自身·封技+攻击力提升+护甲魔抗提升+硬直时间提前
|
||||
* 回复原状 = 自身·解除导力装甲
|
||||
* 卫星激光 = 多目标伤害
|
||||
* 强打 = 单体伤害,20%几率气绝(行动受限+持续伤害,时间型),需强驱散
|
||||
* 强打 = 单体伤害,概率气绝(行动受限+持续伤害,时间型),需强驱散
|
||||
* 龙神功 = 自身·攻击力提升+护甲魔抗提升(回合型)
|
||||
* 养命功 = 自身·持续性弱驱散+回复(回合型)
|
||||
* 月华掌 = 单体伤害,50%几率混乱(行动受限,如同AI控制行动,回合型),需强驱散
|
||||
* 月华掌 = 单体伤害,概率混乱(行动受限,如同AI控制行动,回合型),需强驱散
|
||||
* 雷神脚 = 多目标伤害
|
||||
* 泰山玄武靠 = 多目标伤害
|
||||
* 弓刃交错 = 单体伤害+迟滞(硬直时间延长),可弱驱散
|
||||
* 神圣祈祷 = 我方·持续性强驱散+回复(时间型)
|
||||
* 牺牲之箭 = 我方不含自身·能量回复
|
||||
* 石化之矢 = 单体伤害+石化(完全行动不能,时间型),需强驱散
|
||||
* 死亡制裁 = 多目标伤害
|
||||
* 星杯领域 = 我方·完全免疫,回合型;起步消耗100能量,每100能量额外回合
|
||||
* 魔枪洛亚 = 全体伤害
|
||||
* 八叶灭杀 = 单体伤害
|
||||
* 剑风闪 = 多目标伤害
|
||||
* 落叶 = 单体伤害+迟滞(硬直时间延长),可弱驱散
|
||||
* 风花阵 = 自身·攻击力提升+护甲降低
|
||||
@ -180,21 +173,17 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
||||
* 光破斩 = 多目标伤害
|
||||
* 跳跃点射 = 单体伤害+护甲降低+施法解除,需强驱散
|
||||
* 鲨鱼锚击 = 单体伤害+气绝(行动受限+持续伤害,时间型),需强驱散
|
||||
* 光鬼斩 = 单体伤害,30%几率气绝(行动受限+持续伤害,时间型),需强驱散
|
||||
* 樱花残月 = 单体伤害
|
||||
* 雷索吸缚 = 单体愤怒(嘲讽,回合型)、30%几率气绝(行动受限+持续伤害,时间型),需强驱散
|
||||
* 狂刃剑舞 = 敌方·单体攻击,20%几率混乱(行动受限,如同AI控制行动,回合型),需强驱散
|
||||
* 光鬼斩 = 单体伤害,概率气绝(行动受限+持续伤害,时间型),需强驱散
|
||||
* 雷索吸缚 = 单体愤怒(嘲讽,回合型)、概率气绝(行动受限+持续伤害,时间型),需强驱散
|
||||
* 狂刃剑舞 = 敌方·单体攻击,概率混乱(行动受限,如同AI控制行动,回合型),需强驱散
|
||||
* 无相飞刀 = 单体封技+施法解除,可弱驱散
|
||||
* 破邪显正 = 多目标伤害
|
||||
* 镜花水月 = 自身·完全免疫,回合型
|
||||
* 号令 = 我方不含自身·攻击力提升
|
||||
* 千剑之雨 = 多目标伤害
|
||||
* 无尽剑制 = 全体伤害
|
||||
* 圣洁祝福 = 我方不含自身·单体强驱散+回复+能量回复
|
||||
* 天堂阻灭 = 单体伤害
|
||||
* 灾难一掷 = 单体伤害,10%几率战斗不能
|
||||
* 血腥旋转 = 多目标伤害,10%几率战斗不能
|
||||
* 歼灭 = 全体伤害,50%几率战斗不能
|
||||
* 灾难一掷 = 单体伤害,概率战斗不能
|
||||
* 血腥旋转 = 多目标伤害,概率战斗不能
|
||||
*/
|
||||
public enum SkillID : long
|
||||
{
|
||||
@ -204,73 +193,92 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
||||
绞丝棍 = 2004,
|
||||
金刚击 = 2005,
|
||||
旋风轮 = 2006,
|
||||
樱花无双击 = 2007,
|
||||
双连击 = 2008,
|
||||
绝影 = 2009,
|
||||
胧 = 2010,
|
||||
魔眼 = 2011,
|
||||
漆黑之牙 = 2012,
|
||||
风之鞭 = 2013,
|
||||
拘束之鞭 = 2014,
|
||||
天堂之吻 = 2015,
|
||||
狐媚暗随 = 2016,
|
||||
女王之怒 = 2017,
|
||||
裁决塔罗 = 2018,
|
||||
快速狙击 = 2019,
|
||||
精准射击 = 2020,
|
||||
欢乐激发 = 2021,
|
||||
乱心安魂曲 = 2022,
|
||||
斗魂 = 2023,
|
||||
岚 = 2024,
|
||||
光明之环 = 2025,
|
||||
圣星光旋 = 2026,
|
||||
公牛之怒 = 2027,
|
||||
火焰碎击 = 2028,
|
||||
螺旋之刃 = 2029,
|
||||
霸王疾风 = 2030,
|
||||
炎龙倒海 = 2031,
|
||||
回复弹 = 2032,
|
||||
导力装甲 = 2033,
|
||||
回复原状 = 2034,
|
||||
卫星激光 = 2035,
|
||||
强打 = 2036,
|
||||
龙神功 = 2037,
|
||||
养命功 = 2038,
|
||||
月华掌 = 2039,
|
||||
雷神脚 = 2040,
|
||||
泰山玄武靠 = 2041,
|
||||
弓刃交错 = 2042,
|
||||
神圣祈祷 = 2043,
|
||||
牺牲之箭 = 2044,
|
||||
石化之矢 = 2045,
|
||||
死亡制裁 = 2046,
|
||||
星杯领域 = 2047,
|
||||
魔枪洛亚 = 2048,
|
||||
八叶灭杀 = 2049,
|
||||
剑风闪 = 2050,
|
||||
落叶 = 2051,
|
||||
风花阵 = 2052,
|
||||
陀螺舞 = 2053,
|
||||
光破斩 = 2054,
|
||||
跳跃点射 = 2055,
|
||||
鲨鱼锚击 = 2056,
|
||||
光鬼斩 = 2057,
|
||||
樱花残月 = 2058,
|
||||
雷索吸缚 = 2059,
|
||||
狂刃剑舞 = 2060,
|
||||
无相飞刀 = 2061,
|
||||
破邪显正 = 2062,
|
||||
镜花水月 = 2063,
|
||||
号令 = 2064,
|
||||
千剑之雨 = 2065,
|
||||
无尽剑制 = 2066,
|
||||
圣洁祝福 = 2067,
|
||||
天堂阻灭 = 2068,
|
||||
灾难一掷 = 2069,
|
||||
血腥旋转 = 2070,
|
||||
歼灭 = 2071
|
||||
双连击 = 2007,
|
||||
绝影 = 2008,
|
||||
胧 = 2009,
|
||||
魔眼 = 2010,
|
||||
风之鞭 = 2011,
|
||||
拘束之鞭 = 2012,
|
||||
天堂之吻 = 2013,
|
||||
狐媚暗随 = 2014,
|
||||
快速狙击 = 2015,
|
||||
精准射击 = 2016,
|
||||
欢乐激发 = 2017,
|
||||
乱心安魂曲 = 2018,
|
||||
斗魂 = 2019,
|
||||
岚 = 2020,
|
||||
公牛之怒 = 2021,
|
||||
火焰碎击 = 2022,
|
||||
螺旋之刃 = 2023,
|
||||
霸王疾风 = 2024,
|
||||
回复弹 = 2025,
|
||||
导力装甲 = 2026,
|
||||
回复原状 = 2027,
|
||||
强打 = 2028,
|
||||
龙神功 = 2029,
|
||||
养命功 = 2030,
|
||||
月华掌 = 2031,
|
||||
雷神脚 = 2032,
|
||||
弓刃交错 = 2033,
|
||||
神圣祈祷 = 2034,
|
||||
牺牲之箭 = 2035,
|
||||
石化之矢 = 2036,
|
||||
死亡制裁 = 2037,
|
||||
剑风闪 = 2038,
|
||||
落叶 = 2039,
|
||||
风花阵 = 2040,
|
||||
陀螺舞 = 2041,
|
||||
光破斩 = 2042,
|
||||
跳跃点射 = 2043,
|
||||
鲨鱼锚击 = 2044,
|
||||
光鬼斩 = 2045,
|
||||
雷索吸缚 = 2046,
|
||||
狂刃剑舞 = 2047,
|
||||
无相飞刀 = 2048,
|
||||
破邪显正 = 2049,
|
||||
镜花水月 = 2050,
|
||||
号令 = 2051,
|
||||
千剑之雨 = 2052,
|
||||
无尽剑制 = 2053,
|
||||
灾难一掷 = 2054,
|
||||
血腥旋转 = 2055
|
||||
}
|
||||
|
||||
/**
|
||||
* 力量爆发 = 攻击力提升+普攻自残
|
||||
* 天赐之力 = 攻击力+物理穿透+闪避率提升,减少普攻硬直,强化普攻,减少心灵之火CD
|
||||
* 魔法涌流 = 普攻转为魔法伤害,可以普攻多个目标,护甲+魔抗提升,减少魔法震荡CD
|
||||
* 三重叠加 = 强化灵能反射,并在触发灵能反射时回复能量
|
||||
* 变幻之心 = 根据智慧与力量的模式触发回血+吸血或者魔法伤害加成
|
||||
* 精准打击 = 提升暴击率和暴击伤害、物理穿透
|
||||
* 绝对领域 = 免疫所有伤害,时间型;起步消耗100能量,每10能量额外时间
|
||||
* 能量毁灭 = 多目标魔法伤害,伤害量基于敌人能量值
|
||||
* 迅捷之势 = 护甲+魔抗提升,普攻转为魔法伤害,减少普攻硬直,强化普攻
|
||||
* 嗜血本能 = 获得吸血,强化累积之压
|
||||
* 平衡强化 = 力量+敏捷提升
|
||||
* 血之狂欢 = 获得吸血
|
||||
* 樱花无双击 = 单体伤害+生命偷取
|
||||
* 漆黑之牙 = 全体伤害,此技能击杀敌人时,永久提升该技能伤害
|
||||
* 女王之怒 = 单体伤害+虚弱(伤害降低+护甲魔抗降低+重伤,回合型),可弱驱散
|
||||
* 裁决塔罗 = 多目标伤害+以下状态之一:冻结(完全行动不能+魔法易伤)/混乱(行动受限,如同AI控制行动,回合型)/战斗不能(攻击不能+施法不能),需强驱散
|
||||
* 光明之环 = 我方·全体强驱散+复苏,复苏的回复量为20%;起步消耗100能量,每10能量额外增加护甲魔抗
|
||||
* 圣星光旋 = 全体伤害,概率眩晕(时间型),需强驱散
|
||||
* 炎龙倒海 = 全体伤害,削减能量,减少行动速度和加速系数,推迟当前硬直
|
||||
* 卫星激光 = 多目标伤害,随后一定时间内造成持续真实伤害
|
||||
* 泰山玄武靠 = 多目标伤害,概率气绝(行动受限+持续伤害,时间型),需强驱散
|
||||
* 星杯领域 = 我方·完全免疫,回合型;起步消耗100能量,每100能量额外回合
|
||||
* 魔枪洛亚 = 全体伤害,施法解除+魔抗降低,可弱驱散
|
||||
* 八叶灭杀 = 单体伤害,随后基于目标已损失生命值再次造成额外伤害
|
||||
* 樱花残月 = 单体伤害,随后提升自身行动速度、加速系数、减少硬直
|
||||
* 圣洁祝福 = 我方不含自身·单体强驱散+回复+能量回复
|
||||
* 天堂阻灭 = 单体巨额伤害
|
||||
* 歼灭 = 全体伤害,概率战斗不能
|
||||
* 归元环 = 伤害必定暴击,强化八卦阵
|
||||
* 放监 = 强化开宫,要求持有开宫标记的角色完成任务,否则造成巨额伤害
|
||||
* 海王星的野望 = 力量提升,对目标造成伤害,在此期间对目标造成伤害后,溅射到其他敌人,强化深海之戟
|
||||
* 全军出击 = 补全雇佣兵数量,根据雇佣兵数量额外提升冷却缩减、加速系数、行动系数,雇佣兵伤害提升
|
||||
* 自我抉择 = 二选一:加速生命回复,攻击力提升,受到伤害提升,造成伤害后额外造成100%重伤;极致加速生命回复,提供友方生命回复,嘲讽所有敌人
|
||||
*/
|
||||
public enum SuperSkillID : long
|
||||
{
|
||||
力量爆发 = 3001,
|
||||
@ -285,8 +293,78 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
||||
嗜血本能 = 3010,
|
||||
平衡强化 = 3011,
|
||||
血之狂欢 = 3012,
|
||||
樱花无双击 = 3013,
|
||||
漆黑之牙 = 3014,
|
||||
女王之怒 = 3015,
|
||||
裁决塔罗 = 3016,
|
||||
光明之环 = 3017,
|
||||
圣星光旋 = 3018,
|
||||
炎龙倒海 = 3019,
|
||||
卫星激光 = 3020,
|
||||
泰山玄武靠 = 3021,
|
||||
星杯领域 = 3022,
|
||||
魔枪洛亚 = 3023,
|
||||
八叶灭杀 = 3024,
|
||||
樱花残月 = 3025,
|
||||
圣洁祝福 = 3026,
|
||||
天堂阻灭 = 3027,
|
||||
歼灭 = 3028,
|
||||
归元环 = 3029,
|
||||
放监 = 3030,
|
||||
海王星的野望 = 3031,
|
||||
全军出击 = 3032,
|
||||
自我抉择 = 3033
|
||||
}
|
||||
|
||||
/**
|
||||
* META马 = 提升初始力量和力量成长,每回合开始和受击时获得额外能量
|
||||
* 心灵之火 = 减少普攻硬直,普攻时额外普攻一次,第二次伤害减半
|
||||
* 魔法震荡 = 造成魔法伤害时眩晕目标,对处于控制态的敌人造成额外伤害
|
||||
* 灵能反射 = 一定次数内释放魔法不会进入硬直,魔法命中后获得额外能量并减少所有技能CD
|
||||
* 智慧与力量 = 根据当前生命值比例将基础智力转为额外力量或还原,力量模式造成伤害必定暴击,智力模式获得暴击+闪避+魔抗提升
|
||||
* 致命打击 = 暴击伤害提升
|
||||
* 毁灭之势 = 每经过一段时间,获得伤害加成,造成伤害后减少加成总量的一部分,受到伤害会清零
|
||||
* 枯竭打击 = 对一半以下能量的敌人造成额外伤害并削减他们的能量
|
||||
* 破釜沉舟 = 减少一部分最大生命值换取伤害加成;获得基于累计受到伤害的百分比伤害加成,技能发动后清零
|
||||
* 累积之压 = 造成伤害时标记目标,攻击带有目标的角色造成最大生命值伤害和眩晕
|
||||
* 敏捷之刃 = 基于敏捷强化普攻
|
||||
* 弱者猎手 = 每个回合都会标记血量最少和血量百分比低于自身的敌人;对受到标记的目标造成额外伤害
|
||||
* 征服者 = 普攻或技能命中叠加层数,叠满后下次攻击造成额外真实伤害并提供额外核心属性
|
||||
* 致命节奏 = 普攻造成伤害后大幅提升行动速度,行动系数超过阈值后,获得额外攻击力
|
||||
* 迅捷步法 = 造成伤害叠加层数,满层后下次攻击回复生命值并提升行动系数和加速系数
|
||||
* 强攻 = 3次连续普攻同一目标时造成额外伤害并使其进入“易损”状态,后续承受伤害提升
|
||||
* 电刑 = 一定时间内用3个独立普攻/技能命中同一目标时,造成额外伤害
|
||||
* 黑暗收割 = 对一半以下生命值的目标造成伤害时,收集其灵魂永久提升伤害
|
||||
* 丛刃 = 造成伤害将在短时间内大幅减少硬直时间
|
||||
* 贪欲猎手 = 造成伤害时回复生命值
|
||||
* 召唤艾黎 = 普通攻击或技能命中时造成伤害或提供护盾
|
||||
* 相位猛冲 = 一定时间用3个独立普攻/技能命中敌人后,获得行动速度和加速系数加成
|
||||
* 奥术彗星 = 技能命中时造成额外伤害
|
||||
* 风暴聚集 = 每过一段时间获得永久额外核心属性
|
||||
* 不灭之握 = 普攻造成额外最大生命值伤害并回复生命值,并永久提升生命值
|
||||
* 余震 = 对目标造成控制态时,获得双抗加成,随后溅射魔法伤害至随机几个目标
|
||||
* 守护者 = 承受超过一定量伤害时提供护盾、行动速度和加速系数
|
||||
* 骸骨镀层 = 承受敌方技能伤害后,一定时间内减少其后续3次普攻/技能的伤害
|
||||
* 冰川增幅 = 普攻或技能减敌人的行动速度,减速期间友军对其伤害提升
|
||||
* 先攻 = 先手攻击英雄时,造成额外真实伤害并获得金币。一段时间内相互未攻击,将重置先手判定
|
||||
* 饼干配送 = 每过一段时间获得免费饼干,回复生命值和魔法值
|
||||
* 折射 = 受到伤害时,减少受到的伤害,并反弹一部分伤害给攻击者
|
||||
* 恩赐解脱 = 攻击敌人时,有一定概率提升暴击伤害
|
||||
* 静电场 = 技能命中时,造成额外真实伤害
|
||||
* 竭心光环 = 造成伤害后,对敌人施加持续百分比真实伤害,并无视其生命回复
|
||||
* 海妖外壳 = 每过一段时间生成护盾,护盾破碎时强驱散自身
|
||||
* 自然蔽护 = 一定时间内未受到伤害,将提升行动速度和治疗加成
|
||||
* 勇气之霎 = 受到伤害时,概率触发获得吸血和攻击力提升
|
||||
* 深海重击 = 每3次普攻造成眩晕和额外伤害
|
||||
* 反击螺旋 = 受到伤害时概率对来源者和随机两个敌人造成真实伤害
|
||||
* 刀光谍影 = 造成伤害后,概率进入不可选中状态,持续一段时间或再次攻击敌人
|
||||
* 幽冥剧毒 = 普攻附带持续伤害,基于目标已损失生命值
|
||||
* 八卦阵 = 造成时概率提升双倍伤害;受到伤害时概率减少一半伤害
|
||||
* 开宫 = 角色死亡时偷取技能,或使自己的普攻转为魔法伤害并无视闪避;标记击杀者,被标记者获得互动效果
|
||||
* 深海之戟 = 普攻暴击时溅射伤害到随机的两个敌人身上
|
||||
* 雇佣兵团 = 召唤雇佣兵,提供额外伤害和承受伤害,雇佣兵会自发攻击随机敌人或者具有仇恨的敌人
|
||||
* 能量复苏 = 常态下回复百分比最大生命值,回复能量
|
||||
*/
|
||||
public enum PassiveID : long
|
||||
{
|
||||
META马 = 4001,
|
||||
@ -301,6 +379,41 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
||||
累积之压 = 4010,
|
||||
敏捷之刃 = 4011,
|
||||
弱者猎手 = 4012,
|
||||
征服者 = 4013,
|
||||
致命节奏 = 4014,
|
||||
迅捷步法 = 4015,
|
||||
强攻 = 4016,
|
||||
电刑 = 4017,
|
||||
黑暗收割 = 4018,
|
||||
丛刃 = 4019,
|
||||
贪欲猎手 = 4020,
|
||||
召唤艾黎 = 4021,
|
||||
相位猛冲 = 4022,
|
||||
奥术彗星 = 4023,
|
||||
风暴聚集 = 4024,
|
||||
不灭之握 = 4025,
|
||||
余震 = 4026,
|
||||
守护者 = 4027,
|
||||
骸骨镀层 = 4028,
|
||||
冰川增幅 = 4029,
|
||||
先攻 = 4030,
|
||||
饼干配送 = 4031,
|
||||
折射 = 4032,
|
||||
恩赐解脱 = 4033,
|
||||
静电场 = 4034,
|
||||
竭心光环 = 4035,
|
||||
海妖外壳 = 4036,
|
||||
自然蔽护 = 4037,
|
||||
勇气之霎 = 4038,
|
||||
深海重击 = 4039,
|
||||
反击螺旋 = 4040,
|
||||
刀光谍影 = 4041,
|
||||
幽冥剧毒 = 4042,
|
||||
八卦阵 = 4043,
|
||||
开宫 = 4044,
|
||||
深海之戟 = 4045,
|
||||
雇佣兵团 = 4046,
|
||||
能量复苏 = 4047
|
||||
}
|
||||
|
||||
public enum ItemPassiveID : long
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user