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; namespace Oshima.FunGame.OshimaModules.Skills { public class 漆黑之牙 : SoulboundSkill { public override long Id => (long)SuperSkillID.漆黑之牙; public override string Name => "漆黑之牙"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : ""; public override double CD => 80; public override double HardnessTime { get; set; } = 13; public override bool SelectAllEnemies => true; public int SkillKills { get; set; } = 0; public 漆黑之牙(Character? character = null) : base(character) { Effects.Add(new 漆黑之牙特效(this)); } public override void OnCharacterRespawn(Skill newSkill) { if (newSkill is 漆黑之牙 s) { s.SkillKills = SkillKills; } } } public class 漆黑之牙特效(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)}。" + $"每当此技能造成一名敌人死亡,永久提升 4% 伤害,当前提升:{SkillKillsCoefficient * 100:0.##}% [ {SkillKillsDamage:0.##} ] 点;" + (Improvement > 0 ? $"灵魂绑定伤害加成: {Improvement * 100:0.##}% [ {ImprovementDamage:0.##} ] 点;" : "") + $"总伤害 {Damage + SkillKillsDamage + ImprovementDamage:0.##} 点。"; public 漆黑之牙? CSkill => Skill is 漆黑之牙 s ? s : null; public double ATKCoefficient => 0.4 + 0.1 * (Skill.Level - 1); public double Damage => (Skill.Character?.ATK ?? 0) * ATKCoefficient; public double ImprovementDamage => Improvement > 0 ? Damage * Improvement : 0; public double SkillKillsCoefficient => CSkill is null ? 0 : CSkill.SkillKills * 0.04; public double SkillKillsDamage => SkillKillsCoefficient > 0 ? Damage * SkillKillsCoefficient : 0; public override void OnSkillCasted(Character caster, List targets, List grids, Dictionary others) { foreach (Character target in targets) { DamageCalculationOptions options = new(caster); DamageToEnemy(caster, target, DamageType.Physical, MagicType.None, Damage + SkillKillsDamage + ImprovementDamage, options); if (target.HP <= 0 && CSkill != null) { CSkill.SkillKills++; } } } } }