using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Skills { public class 变幻之心 : Skill { public override long Id => (long)SuperSkillID.变幻之心; public override string Name => "变幻之心"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override double EPCost => 100; public override double CD => 20; public override double HardnessTime { get; set; } = 3; public override bool CanSelectSelf => true; public override bool CanSelectEnemy => false; public 变幻之心(Character? character = null) : base(SkillType.SuperSkill, character) { Effects.Add(new 变幻之心特效(this)); } } public class 变幻之心特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => "变幻之心"; public override string Description => $"检查 [ 智慧与力量 ] 的模式。在力量模式下,立即回复 {生命值回复 * 100:0.##}% 生命值;智力模式下,下一次魔法伤害提升 {伤害提升 * 100:0.##}%。"; private double 生命值回复 => 0.25 + 0.03 * (Level - 1); private double 伤害提升 => 0.6 + 0.4 * (Level - 1); public override void OnEffectGained(Character character) { Skill.IsInEffect = true; } public override void OnEffectLost(Character character) { Skill.IsInEffect = false; } public override double AlterExpectedDamageBeforeCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, Dictionary totalDamageBonus) { if (character == Skill.Character && isMagicDamage) { double 实际伤害提升百分比 = 伤害提升; double 实际伤害提升 = damage * 实际伤害提升百分比; WriteLine($"[ {character} ] 发动了变幻之心!伤害提升了 {实际伤害提升:0.##} 点!"); character.Effects.Remove(this); OnEffectLost(character); return 实际伤害提升; } return 0; } public override void OnSkillCasted(Character caster, List targets, Dictionary others) { IEnumerable effects = caster.Effects.Where(e => e is 智慧与力量特效); if (effects.Any()) { if (caster.PrimaryAttribute == PrimaryAttribute.STR) { double 回复的生命 = 生命值回复 * caster.MaxHP; caster.HP += 回复的生命; WriteLine($"[ {caster} ] 回复了 {回复的生命:0.##} 点生命值!"); } else if (caster.PrimaryAttribute == PrimaryAttribute.INT) { if (!caster.Effects.Contains(this)) { caster.Effects.Add(this); OnEffectGained(caster); } } } } } }