using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Common.Addon; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Skills { public class 三相灵枢 : Skill { public override long Id => (long)SuperSkillID.三相灵枢; public override string Name => "三相灵枢"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : ""; public override double EPCost => 100; public override double CD => 80 - 4 * (Level - 1); public override double HardnessTime { get; set; } = 0; public override bool CanSelectSelf => true; public override bool CanSelectEnemy => false; public 三相灵枢(Character? character = null) : base(SkillType.SuperSkill, character) { Effects.Add(new 三相灵枢特效(this)); } } public class 三相灵枢特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => "三相灵枢"; public override string Description => $"{Skill.SkillOwner()}操纵三相之力,使 [ 灵能反射 ] 支持普通攻击,且当前释放魔法次数归零,最大硬直消除次数提高到 {灵能反射次数} 次;在魔法命中和普通攻击命中时能够回复所回复能量值的 {魔法值倍数:0.#} 倍魔法值,持续 {技能持续次数} 次(灵能反射每消除次数达到最大时算一次)。" + $"(剩余:{剩余持续次数} 次)"; public override DispelledType DispelledType => DispelledType.CannotBeDispelled; public int 剩余持续次数 { get; set; } = 0; private readonly int 灵能反射次数 = 3; private double 魔法值倍数 { get { return Skill.Level * 0.5; } } private int 技能持续次数 { get { return Skill.Level > 3 ? 2 : 1; } } public override void OnEffectGained(Character character) { IEnumerable effects = character.Effects.Where(e => e is 灵能反射特效); if (effects.Any() && effects.First() is 灵能反射特效 e && e.Skill == Skill) { e.是否支持普攻 = true; e.触发硬直次数 = 3; e.释放次数 = 0; } } public override void OnEffectLost(Character character) { IEnumerable effects = character.Effects.Where(e => e is 灵能反射特效); if (effects.Any() && effects.First() is 灵能反射特效 e && e.Skill == Skill) { e.是否支持普攻 = false; e.触发硬直次数 = 2; } } public override void OnSkillCasted(Character caster, List targets, List grids, Dictionary others) { 剩余持续次数 = 技能持续次数; if (!caster.Effects.Contains(this)) { caster.Effects.Add(this); OnEffectGained(caster); } GamingQueue?.LastRound.AddApplyEffects(caster, EffectType.MPRegen, EffectType.Haste); } } }