using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Skills { public class 火之矢 : Skill { public override long Id => (long)MagicID.火之矢; public override string Name => "火之矢"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override double MPCost => 30 + (40 * (Level - 1)); public override double CD => 20; public override double CastTime => 6; public override double HardnessTime { get; set; } = 3; public 火之矢(Character? character = null) : base(SkillType.Magic, character) { Effects.Add(new 火之矢特效(this)); } } public class 火之矢特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {系数 * 100:0.##}% {CharacterSet.GetPrimaryAttributeName(Skill.Character?.PrimaryAttribute ?? PrimaryAttribute.INT)} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。"; public override bool TargetSelf => false; public override int TargetCount => 1; private double 基础伤害 => 80 + 65 * (Skill.Level - 1); private double 系数 => 0.45 + 0.35 * (Skill.Level - 1); private double Damage => 基础伤害 + 系数 * Skill.Character?.PrimaryAttributeValue ?? 0; public override void OnSkillCasted(Character caster, List targets, Dictionary others) { if (targets.Count > 0) { Character enemy = targets[0]; DamageToEnemy(caster, enemy, true, MagicType, Damage); } } } }