using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Common.Addon; using Milimoe.FunGame.Core.Library.Constant; using Oshima.FunGame.OshimaModules.Effects.OpenEffects; namespace Oshima.FunGame.OshimaModules.Skills { public class 助威 : Skill { public override long Id => (long)SkillID.助威; public override string Name => "助威"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : ""; public override double EPCost => 60; public override double CD => 35; public override double HardnessTime { get; set; } = 7; public override bool CanSelectSelf => true; public override bool CanSelectTeammate => true; public override bool CanSelectEnemy => false; public override int CanSelectTargetCount => 3; public 助威(Character? character = null) : base(SkillType.Skill, character) { CastRange = 5; Effects.Add(new 助威特效(this)); } } public class 助威特效 : Effect { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"提升目标{(Skill.CanSelectTargetCount > 1 ? $"至多 {Skill.CanSelectTargetCount} 个" : "")}友方角色 {ATK * 100:0.##}% 攻击力,持续 {持续时间}。"; public override EffectType EffectType => EffectType.DamageBoost; public override DispelledType DispelledType => DispelledType.Weak; private string 持续时间 => _durative && _duration > 0 ? 实际持续时间 + $" {GameplayEquilibriumConstant.InGameTime}" : (!_durative && _durationTurn > 0 ? 实际持续时间 + " 回合" : $"0 {GameplayEquilibriumConstant.InGameTime}"); private double 实际持续时间 => _durative && _duration > 0 ? (_duration + _levelGrowth * (Level - 1) * MagicEfficacy) : (!_durative && _durationTurn > 0 ? ((int)Math.Round(_durationTurn + _levelGrowth * (Level - 1) * MagicEfficacy, 0, MidpointRounding.ToPositiveInfinity)) : 0); private readonly bool _durative = false; private readonly double _duration = 0; private readonly int _durationTurn = 3; private readonly double _levelGrowth = 0; private double ATK => Level > 0 ? 0.07 + 0.03 * (Level - 1) : 0.03; public 助威特效(Skill skill) : base(skill) { GamingQueue = skill.GamingQueue; } public override void OnSkillCasted(Character caster, List targets, List grids, Dictionary others) { foreach (Character target in targets) { WriteLine($"[ {target} ] 的攻击力提升了 {ATK * 100:0.##}% [ {target.BaseATK * ATK:0.##} ] 点!持续时间:{持续时间}!"); ExATK2 e = new(Skill, new() { { "exatk", ATK } }, caster); target.Effects.Add(e); if (_durative && _duration > 0) { e.Durative = true; e.Duration = 实际持续时间; e.RemainDuration = 实际持续时间; } else if (!_durative && _durationTurn > 0) { e.Durative = false; e.DurationTurn = (int)实际持续时间; e.RemainDurationTurn = (int)实际持续时间; } e.EffectType = EffectType; e.Source = caster; e.OnEffectGained(target); GamingQueue?.LastRound.AddApplyEffects(target, EffectType); } } } }