using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class AccelerationCoefficient : Effect { public override long Id => (long)EffectID.AccelerationCoefficient; public override string Name => "加速系数加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 加速系数。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); public override EffectType EffectType => EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; public override void OnEffectGained(Character character) { character.ExAccelerationCoefficient += 实际加成; } public override void OnEffectLost(Character character) { character.ExAccelerationCoefficient -= 实际加成; } public AccelerationCoefficient(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("exacc", StringComparison.CurrentCultureIgnoreCase)) ?? ""; if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exACC)) { 实际加成 = exACC; } } } } }