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 裁决塔罗 : SoulboundSkill { public override long Id => (long)SuperSkillID.裁决塔罗; public override string Name => "裁决塔罗"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : ""; public override double CD => 75; public override double HardnessTime { get; set; } = 9; public override int CanSelectTargetCount { get { return Level switch { 1 or 2 => 1, 3 or 4 => 2, _ => 3 }; } } public 裁决塔罗(Character? character = null) : base(character) { Effects.Add(new 裁决塔罗特效(this)); } } public class 裁决塔罗特效(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.Magical)}" + (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,对目标随机施加以下几种状态:\r\n1、冻结:造成 {DurationTurn} 回合完全行动不能和 30% 魔法伤害易伤;\r\n" + $"2、混乱:进入行动受限状态,失控并随机行动,且所有指令均会在所有角色中随机选取目标,持续 {DurationTurn} 回合;\r\n" + $"3、战斗不能:在 {Duration:0.##} {GameplayEquilibriumConstant.InGameTime}内无法普通攻击和使用技能(魔法、战技和爆发技)。"; public double ATKCoefficient => 0.38 + 0.12 * (Skill.Level - 1); public double Damage => (Skill.Character?.ATK ?? 0) * ATKCoefficient; public double ImprovementDamage => Improvement > 0 ? Damage * Improvement : 0; public override double Duration { get { return Skill.Level switch { 4 or 5 or 6 => 14, _ => 7 }; } } public override int DurationTurn { get { return Skill.Level switch { 4 or 5 or 6 => 3, _ => 2 }; } } public override void OnSkillCasted(Character caster, List targets, List grids, Dictionary others) { foreach (Character target in targets) { DamageCalculationOptions options = new(caster); if (DamageToEnemy(caster, target, DamageType.Magical, MagicType.None, Damage + ImprovementDamage, options).ActualDamage > 0) { Effect e = Random.Shared.Next(3) switch { 0 => new 施加概率负面(Skill, EffectType.Freeze, false, 0, DurationTurn, 0, 1, 0), 1 => new 施加概率负面(Skill, EffectType.Confusion, false, 0, DurationTurn, 0, 1, 0), _ => new 施加概率负面(Skill, EffectType.Cripple, true, Duration, 0, 0, 1, 0), }; e.OnSkillCasted(caster, [target], grids, others); } } } } }