using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Skills { public class 绝对领域 : Skill { public override long Id => (long)SuperSkillID.绝对领域; public override string Name => "绝对领域"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override double EPCost => Math.Max(100, Character?.EP ?? 100); public override double CD => 32 + (1 * (Level - 1)); public override double HardnessTime { get; set; } = 12; public override bool CanSelectSelf => true; public override bool CanSelectEnemy => false; public 绝对领域(Character? character = null) : base(SkillType.SuperSkill, character) { Effects.Add(new 绝对领域特效(this)); } } public class 绝对领域特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"{Duration:0.##} 时间内无法受到任何伤害,且敏捷提升 {系数 * 100:0.##}% [ {敏捷提升:0.##} ]。此技能会消耗至少 100 点能量。"; public override bool Durative => true; public override double Duration => 16 + 释放时的能量值 * 0.03; private double 系数 => 0.2 + 0.015 * (Level - 1); private double 敏捷提升 => 系数 * Skill.Character?.BaseAGI ?? 0; private double 实际敏捷提升 = 0; private double 释放时的能量值 = 0; public override void OnEffectGained(Character character) { 实际敏捷提升 = 敏捷提升; character.ExAGI += 实际敏捷提升; WriteLine($"[ {character} ] 的敏捷提升了 {系数 * 100:0.##}% [ {实际敏捷提升:0.##} ] !"); } public override void OnEffectLost(Character character) { character.ExAGI -= 实际敏捷提升; } public override double AlterActualDamageAfterCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult, ref bool isEvaded, Dictionary totalDamageBonus) { if (enemy == Skill.Character && damageResult != DamageResult.Evaded) { WriteLine($"[ {enemy} ] 发动了绝对领域,巧妙的化解了此伤害!"); isEvaded = true; return 0; } return 0; } public override void OnSkillCasting(Character caster, List targets) { 释放时的能量值 = caster.EP; } public override void OnSkillCasted(Character caster, List targets, Dictionary others) { RemainDuration = Duration; if (!caster.Effects.Contains(this)) { 实际敏捷提升 = 0; caster.Effects.Add(this); OnEffectGained(caster); } } } }