using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects { public class 增加物理护盾_护盾值型 : Effect { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"为{TargetDescription}提供 {护盾值:0.##} 点物理护盾值。"; public string TargetDescription => Skill.SelectAllTeammates ? "友方全体角色" : $"目标{(Skill.CanSelectTargetCount > 1 ? $"至多 {Skill.CanSelectTargetCount} 个" : "")}友方角色"; private double 护盾值 => Level > 0 ? Math.Abs(基础数值护盾 + 基础护盾等级成长 * (Level - 1)) : Math.Abs(基础数值护盾); private double 基础数值护盾 { get; set; } = 200; private double 基础护盾等级成长 { get; set; } = 100; public 增加物理护盾_护盾值型(Skill skill, double 基础数值护盾, double 基础护盾等级成长) : base(skill) { GamingQueue = skill.GamingQueue; this.基础数值护盾 = 基础数值护盾; this.基础护盾等级成长 = 基础护盾等级成长; } public override void OnSkillCasted(Character caster, List targets, Dictionary others) { foreach (Character target in targets) { target.Shield[false] += 护盾值; WriteLine($"[ {target} ] 获得了 {护盾值:0.##} 点物理护盾值!"); GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.Shield]); } } } }