using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Skills { public class 开宫 : Skill { public override long Id => (long)PassiveID.开宫; public override string Name => "开宫"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public 开宫(Character? character = null) : base(SkillType.Passive, character) { Effects.Add(new 开宫特效(this)); } public override IEnumerable AddPassiveEffectToCharacter() { return Effects; } } public class 开宫特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"当场上有角色死亡时,如果该角色死于技能,则{Skill.SkillOwner()}获得该技能的使用权持续 3 回合;如果该角色死于普通攻击,则{Skill.SkillOwner()}的普通攻击将转为魔法伤害并且无视闪避,持续 3 回合。" + $"然后给予击杀者时雨标记,如果击杀者为队友,{Skill.SkillOwner()}对其的治疗加成提升 100%,并且使其能够攻击{Skill.SkillOwner()},攻击{Skill.SkillOwner()}时,视为对{Skill.SkillOwner()}治疗,治疗值基于伤害值的 50%;如果为敌人,{Skill.SkillOwner()}对其的伤害加成提升 200%,并且使其能够攻击其队友。时雨标记持续 3 回合。"; public override void OnEffectGained(Character character) { } public override void OnEffectLost(Character character) { } } }