using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Skills { public class 银隼之赐 : Skill { public override long Id => (long)PassiveID.银隼之赐; public override string Name => "银隼之赐"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override double CD => 5; public 银隼之赐(Character? character = null) : base(SkillType.Passive, character) { Effects.Add(new 银隼之赐特效(this)); } public override IEnumerable AddPassiveEffectToCharacter() { return Effects; } } public class 银隼之赐特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"{Skill.SkillOwner()}的「银隼」正如其名,优雅而致命。普通攻击命中后,附带基于 {敏捷系数 * 100:0.##}% 敏捷 [ {敏捷伤害:0.##} ] 点魔法伤害,可叠加普攻特效。每 {Skill.CD:0.##} {GameplayEquilibriumConstant.InGameTime}仅能触发一次。"; private double 敏捷伤害 => 敏捷系数 * Skill.Character?.AGI ?? 0; private readonly double 敏捷系数 = 2; private bool 是否是嵌套伤害 = false; public override void AfterDamageCalculation(Character character, Character enemy, double damage, double actualDamage, bool isNormalAttack, DamageType damageType, MagicType magicType, DamageResult damageResult) { if (character == Skill.Character && isNormalAttack && (damageResult == DamageResult.Normal || damageResult == DamageResult.Critical) && !是否是嵌套伤害 && enemy.HP > 0) { Skill.CurrentCD = Skill.CD; WriteLine($"[ {character} ] 发动了银隼之赐!将造成额外伤害!"); 是否是嵌套伤害 = true; DamageToEnemy(character, enemy, DamageType.Magical, magicType, 敏捷伤害); } if (character == Skill.Character && 是否是嵌套伤害) { 是否是嵌套伤害 = false; } } } }