using Milimoe.FunGame.Core.Entity; using Oshima.FunGame.OshimaModules.Effects.OpenEffects; namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects { public class 降低敌方行动速度 : Effect { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"降低目标{(Skill.CanSelectTargetCount > 1 ? $"至多 {Skill.CanSelectTargetCount} 个" : "")}敌人 {SPD:0.##} 点行动速度。"; private double SPD { get; set; } = 0; private string 持续时间 => _durative && _duration > 0 ? _duration + " 时间" : (!_durative && _durationTurn > 0 ? _durationTurn + " 回合" : "0 时间"); private readonly bool _durative; private readonly double _duration; private readonly int _durationTurn; public 降低敌方行动速度(Skill skill, double spd, bool durative = true, double duration = 40, int durationTurn = 0) : base(skill) { GamingQueue = skill.GamingQueue; SPD = -Math.Abs(spd); _durative = durative; _duration = duration; _durationTurn = durationTurn; } public override void OnSkillCasted(Character caster, List targets, Dictionary others) { foreach (Character target in targets) { WriteLine($"[ {target} ] 的行动速度降低了 {SPD:0.##} !持续时间:{持续时间}!"); ExSPD e = new(Skill, new Dictionary() { { "exspd", SPD } }, caster); target.Effects.Add(e); e.OnEffectGained(target); GamingQueue?.LastRound.Effects.TryAdd(target, e.EffectType); } } } }