using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; using Oshima.FunGame.OshimaModules.Effects.OpenEffects; using Oshima.FunGame.OshimaModules.Effects.SkillEffects; namespace Oshima.FunGame.OshimaModules.Skills { public class 回复弹 : Skill { public override long Id => (long)SkillID.回复弹; public override string Name => "回复弹"; public override string Description => string.Join("", Effects.Select(e => e.Description)); public override string DispelDescription => Effects.Count > 0 ? Effects.First(e => e is 弱驱散特效).DispelDescription : ""; public override double EPCost => 50; public override double CD => 45; public override double HardnessTime { get; set; } = 9; public override bool CanSelectSelf => true; public override bool CanSelectTeammate => true; public override bool CanSelectEnemy => false; public override int CanSelectTargetCount => 1; public 回复弹(Character? character = null) : base(SkillType.Skill, character) { CastRange = 4; Effects.Add(new 纯数值回复生命(this, 200, 150)); Effects.Add(new 弱驱散特效(this)); } } }