using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class IgnoreEvade : Effect { public override long Id => (long)EffectID.IgnoreEvade; public override string Name => "无视闪避"; public override string Description => $"普通攻击有 {概率 * 100:0.##}% 概率无视闪避。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); public override EffectType EffectType => EffectType.Item; public double Value => 概率; private readonly double 概率 = 0; public override bool BeforeEvadeCheck(Character actor, Character enemy, ref double throwingBonus) { if (actor == Skill.Character) { if (GamingQueue != null) WriteLine($"[ {actor} ] 的普通攻击无视了 [ {enemy} ] 的闪避!"); return false; } return true; } public IgnoreEvade(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) { string key = Values.Keys.FirstOrDefault(s => s.Equals("p", StringComparison.CurrentCultureIgnoreCase)) ?? ""; if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double p) && p >= 0 && p <= 1) { 概率 = p; } } } } }