using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExMaxHP2 : Effect { public override long Id => (long)EffectID.ExMaxHP2; public override string Name => "最大生命值加成"; public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点最大生命值。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : ""); public override EffectType EffectType => EffectType.Item; public override bool TargetSelf => true; public Item? Item { get; } private readonly double 加成比例 = 0; private double 实际加成 = 0; public override void OnEffectGained(Character character) { 实际加成 = character.BaseHP * 加成比例; character.ExHP2 += 实际加成; } public override void OnEffectLost(Character character) { character.ExHP2 -= 实际加成; 实际加成 = 0; } public ExMaxHP2(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; if (Values.Count > 0) { string key = Values.Keys.FirstOrDefault(s => s.Equals("exhp", StringComparison.CurrentCultureIgnoreCase)) ?? ""; if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exHP)) { 加成比例 = exHP; } } } } }