using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Skills { public class 风之轮 : Skill { public override long Id => (long)MagicID.风之轮; public override string Name => "风之轮"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override double MPCost => 50 + (60 * (Level - 1)); public override double CD => 30; public override double CastTime => 10; public override double HardnessTime { get; set; } = 4; public 风之轮(Character? character = null) : base(SkillType.Magic, character) { Effects.Add(new 风之轮特效(this)); } } public class 风之轮特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {系数 * 100:0.##}% 敏捷 {(Skill.Level == 0 ? $"(+{等级系数 * 100:0.##}%/Lv)" : "")} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。"; public override bool TargetSelf => false; public override int TargetCount => 1; private static double 等级系数 => 0.4; private double 基础伤害 => Skill.Level != 0 ? 120 + 80 * (Skill.Level - 1) : 120; private double 系数 => Skill.Level != 0 ? 0.4 + 等级系数 * (Skill.Level - 1) : 0.4; private double Damage => 基础伤害 + 系数 * Skill.Character?.AGI ?? 0; public override void OnSkillCasted(Character caster, List targets, Dictionary others) { if (targets.Count > 0) { Character enemy = targets[0]; DamageToEnemy(caster, enemy, true, MagicType, Damage); } } } }