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 女王之怒 : SoulboundSkill { public override long Id => (long)SuperSkillID.女王之怒; public override string Name => "女王之怒"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : ""; public override double CD => 70; public override double HardnessTime { get; set; } = 11; public 女王之怒(Character? character = null) : base(character) { Effects.Add(new 女王之怒特效(this)); } } public class 女王之怒特效(SoulboundSkill skill) : SoulboundEffect(skill) { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"基于{Skill.SkillOwner()}的 {ATKCoefficient * 100:0.##}% 攻击力 [ {Damage:0.##} ] 对{Skill.TargetDescription()}造成{CharacterSet.GetDamageTypeName(DamageType.Physical)}" + (Improvement > 0 ? $",灵魂绑定伤害加成: {Improvement * 100:0.##}% [ {ImprovementDamage:0.##} ] 点,总伤害 {Damage + ImprovementDamage:0.##} 点;" : ";") + $"造成伤害后,对目标施加 {虚弱时间}虚弱。虚弱: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.##}%"; public double ATKCoefficient => 0.4 + 0.22 * (Skill.Level - 1); public double Damage => (Skill.Character?.ATK ?? 0) * ATKCoefficient; public double ImprovementDamage => Improvement > 0 ? Damage * Improvement : 0; public override bool Durative => false; public override int DurationTurn { get { return Skill.Level switch { 4 or 5 or 6 => 3, _ => 2 }; } } public double DurationLevelGrowth { get { return Skill.Level switch { _ => 0 }; } } public double DamageReductionPercent { get { return Skill.Level switch { 1 => 0.10, 2 => 0.14, 3 => 0.18, 4 => 0.22, 5 => 0.26, 6 => 0.3, _ => 0 }; } } public double DEFReductionPercent { get { return Skill.Level switch { 1 => 0.3, 2 => 0.35, 3 => 0.4, 4 => 0.45, 5 => 0.50, 6 => 0.55, _ => 0 }; } } public double MDFReductionPercent { get { return Skill.Level switch { 1 => 0.08, 2 => 0.11, 3 => 0.14, 4 => 0.17, 5 => 0.20, 6 => 0.23, _ => 0 }; } } public double HealingReductionPercent { get { return Skill.Level switch { 1 => 0.12, 2 => 0.16, 3 => 0.20, 4 => 0.24, 5 => 0.28, 6 => 0.32, _ => 0 }; } } private string 虚弱时间 => Durative && Duration > 0 ? $"{实际虚弱时间:0.##} {GameplayEquilibriumConstant.InGameTime}" : (!Durative && DurationTurn > 0 ? 实际虚弱时间 + " 回合" : $"0 {GameplayEquilibriumConstant.InGameTime}"); private double 实际虚弱时间 => Durative && Duration > 0 ? Duration + DurationLevelGrowth * (Level - 1) : (!Durative && DurationTurn > 0 ? DurationTurn + DurationLevelGrowth * (Level - 1) : 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.Physical, MagicType.None, Damage + ImprovementDamage, options).ActualDamage > 0) { valid.Add(target); } } 造成虚弱 e = new(Skill, Durative, Duration, DurationTurn, DurationLevelGrowth, DamageReductionPercent, DEFReductionPercent, MDFReductionPercent, HealingReductionPercent); e.OnSkillCasted(caster, valid, grids, others); } } }