using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Skills { public class 血之狂欢 : Skill { public override long Id => (long)SuperSkillID.血之狂欢; public override string Name => "血之狂欢"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override double EPCost => 100; public override double CD => 45; public override double HardnessTime { get; set; } = 7; public 血之狂欢(Character? character = null) : base(SkillType.SuperSkill, character) { Effects.Add(new 血之狂欢特效(this)); } } public class 血之狂欢特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"获得 40% 吸血,持续 {Duration:0.##} 时间。"; public override bool TargetSelf => true; public override bool Durative => true; public override double Duration => 30; public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult) { if (character == Skill.Character && damageResult != DamageResult.Evaded && character.HP < character.MaxHP) { double 实际吸血 = 0.4 * damage; character.HP += 实际吸血; WriteLine($"[ {character} ] 回复了 {实际吸血:0.##} 点生命值!"); } } public override void OnSkillCasted(Character caster, List targets, Dictionary others) { RemainDuration = Duration; if (!caster.Effects.Contains(this)) { caster.Effects.Add(this); OnEffectGained(caster); } } } }