using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; using Oshima.FunGame.OshimaModules.Effects.OpenEffects; namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects { public class GetEP : Effect { public override long Id => (long)EffectID.GetEP; public override string Name => "立即获得能量值"; public override string Description => $"立即获得角色 {实际获得:0.##} 点能量值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); public override EffectType EffectType => EffectType.Item; private readonly double 实际获得 = 0; public GetEP(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) { string key = Values.Keys.FirstOrDefault(s => s.Equals("ep", StringComparison.CurrentCultureIgnoreCase)) ?? ""; if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double ep) && ep > 0) { 实际获得 = ep; } } } public override void OnSkillCasted(Character caster, List targets, Dictionary others) { caster.EP += 实际获得; } } }