using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; using Oshima.FunGame.OshimaModules.Effects.PassiveEffects; namespace Oshima.FunGame.OshimaModules.Skills { public class 嗜血本能 : Skill { public override long Id => (long)SuperSkillID.嗜血本能; public override string Name => "嗜血本能"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override double EPCost => 100; public override double CD => 42 - 1 * (Level - 1); public override double HardnessTime { get; set; } = 12; public override bool CanSelectSelf => true; public override bool CanSelectEnemy => false; public 嗜血本能(Character? character = null) : base(SkillType.SuperSkill, character) { Effects.Add(new 嗜血本能特效(this)); } } public class 嗜血本能特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"{Duration} 时间内,攻击拥有标记的角色将根据标记层数获得 {吸血 * 100:0.##}% 吸血每层。"; public override bool Durative => true; public override double Duration => 30; public HashSet 角色有第四层 { get; } = []; private double 吸血 => 0.03 * Level; public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult) { if (character == Skill.Character && damageResult != DamageResult.Evaded && character.HP < character.MaxHP) { int 层数 = 0; if (enemy.Effects.Where(e => e is 累积之压标记).FirstOrDefault() is 累积之压标记 e) { 层数 = e.MarkLevel; } else if (角色有第四层.Remove(enemy)) { 层数 = 4; } double 实际吸血 = 吸血 * 层数 * damage; character.HP += 实际吸血; WriteLine($"[ {character} ] 回复了 {实际吸血:0.##} 点生命值!"); } } public override void OnSkillCasted(Character caster, List targets, Dictionary others) { RemainDuration = Duration; if (!caster.Effects.Contains(this)) { 角色有第四层.Clear(); caster.Effects.Add(this); OnEffectGained(caster); } } } }