using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Common.Addon; using Milimoe.FunGame.Core.Library.Constant; using Milimoe.FunGame.Core.Model; using Milimoe.FunGame.Core.Model.PrefabricatedEntity; using Oshima.FunGame.OshimaModules.Effects.SkillEffects; namespace Oshima.FunGame.OshimaModules.Skills { public class 圣星光旋 : SoulboundSkill { public override long Id => (long)SuperSkillID.圣星光旋; public override string Name => "圣星光旋"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : ""; public override double CD => 100; public override double HardnessTime { get; set; } = 16; public override bool SelectAllEnemies => true; public 圣星光旋(Character? character = null) : base(character) { Effects.Add(new 圣星光旋特效(this)); } } public class 圣星光旋特效(SoulboundSkill skill) : SoulboundEffect(skill) { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"对{Skill.TargetDescription()}造成 {PACoefficient * 100:0.##}% " + $"{(Skill.Character != null ? CharacterSet.GetPrimaryAttributeName(Skill.Character.PrimaryAttribute) : "核心属性")} [ {PADamage:0.##} ] + {GeneralDamage:0.##} 点{CharacterSet.GetDamageTypeName(DamageType.True)}。" + (Improvement > 0 ? $"灵魂绑定伤害加成: {Improvement * 100:0.##}% [ {ImprovementDamage:0.##} ] 点," : "") + $"总伤害 {Damage + ImprovementDamage:0.##} 点。" + $"随后,有 25% 概率对受到伤害的目标造成眩晕 1 回合。眩晕:进入完全行动不能状态。"; public double PACoefficient => 0.35 + 0.05 * (Skill.Level - 1); public double PADamage => (Skill.Character?.PrimaryAttributeValue ?? 0) * PACoefficient; public double GeneralDamage => 70 * Skill.Level; public double Damage => GeneralDamage + PADamage; public double ImprovementDamage => Improvement > 0 ? Damage * Improvement : 0; public override void OnSkillCasted(Character caster, List targets, List grids, Dictionary others) { List valid = []; foreach (Character target in targets) { DamageCalculationOptions options = new(caster); if (DamageToEnemy(caster, target, DamageType.True, MagicType.None, Damage + ImprovementDamage, options).ActualDamage > 0) { if (Random.Shared.NextDouble() < 0.25) { valid.Add(target); } } } Effect e = new 造成眩晕(Skill); e.OnSkillCasted(caster, valid, grids, others); } } }