using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects { public class 纯数值伤害 : Effect { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"对目标{(TargetCount > 1 ? $"至多 {TargetCount} 个" : "")}敌人造成 {Damage:0.##} 点{(IsMagic ? CharacterSet.GetMagicDamageName(MagicType) : "物理伤害")}。"; public override bool TargetSelf => false; private double Damage => Skill.Level > 0 ? 基础数值伤害 + 基础伤害等级成长 * (Skill.Level - 1) : 基础数值伤害; private double 基础数值伤害 { get; set; } = 200; private double 基础伤害等级成长 { get; set; } = 100; private bool IsMagic { get; set; } = true; public 纯数值伤害(Skill skill, double 基础数值伤害, double 基础伤害等级成长, bool isMagic = true, MagicType magicType = MagicType.None) : base(skill) { GamingQueue = skill.GamingQueue; this.基础数值伤害 = 基础数值伤害; this.基础伤害等级成长 = 基础伤害等级成长; IsMagic = isMagic; MagicType = magicType; } public override void OnSkillCasted(Character caster, List targets, Dictionary others) { foreach (Character enemy in targets) { DamageToEnemy(caster, enemy, IsMagic, MagicType, Damage); } } } }