using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Common.Addon; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Skills { public class 归元环 : Skill { public override long Id => (long)SuperSkillID.归元环; public override string Name => "归元环"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : ""; public override double EPCost => 100; public override double CD => 60; public override double HardnessTime { get; set; } = 8; public override bool CanSelectSelf => true; public override bool CanSelectEnemy => false; public 归元环(Character? character = null) : base(SkillType.SuperSkill, character) { Effects.Add(new 归元环特效(this)); } } public class 归元环特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"{Duration:0.##} {GameplayEquilibriumConstant.InGameTime}内,造成伤害必定暴击;使 [ 八卦阵 ] 不需要检定,直接产生偶数效果;并且每次触发偶数效果时,减少所有主动技能 {冷却时间减少 * 100:0.##}% 冷却时间。"; public override bool Durative => true; public override double Duration => 30; public override DispelledType DispelledType => DispelledType.CannotBeDispelled; public const double 冷却时间减少 = 0.1; public override void OnEffectGained(Character character) { if (character.Effects.Where(e => e is 八卦阵特效).FirstOrDefault() is 八卦阵特效 e) { e.归元 = true; } } public override void OnEffectLost(Character character) { if (character.Effects.Where(e => e is 八卦阵特效).FirstOrDefault() is 八卦阵特效 e) { e.归元 = false; } } public override bool BeforeCriticalCheck(Character actor, Character enemy, bool isNormalAttack, ref double throwingBonus) { if (actor == Skill.Character) { throwingBonus += 200; } return true; } public override void OnSkillCasted(Character caster, List targets, List grids, Dictionary others) { RemainDuration = Duration; if (!caster.Effects.Contains(this)) { caster.Effects.Add(this); OnEffectGained(caster); } RecordCharacterApplyEffects(caster, EffectType.CritBoost, EffectType.DamageBoost, EffectType.DefenseBoost); } } }