using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; using Oshima.FunGame.OshimaModules.Effects.OpenEffects; namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects { public class RecoverMP : Effect { public override long Id => (long)EffectID.RecoverMP; public override string Name => "立即回复魔法值"; public override string Description => $"立即回复角色 {实际回复:0.##} 点魔法值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); public override EffectType EffectType => EffectType.Item; private readonly double 实际回复 = 0; public RecoverMP(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("mp", StringComparison.CurrentCultureIgnoreCase)) ?? ""; if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double mp) && mp > 0) { 实际回复 = mp; } } } public override void OnSkillCasted(Character caster, List targets, Dictionary others) { caster.MP += 实际回复; } public override void OnSkillCasted(List targets, Dictionary others) { foreach (Character target in targets) { target.MP += 实际回复; } } } }