using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; using Oshima.FunGame.OshimaModules.Effects.PassiveEffects; namespace Oshima.FunGame.OshimaModules.Skills { public class 强攻 : Skill { public override long Id => (long)PassiveID.强攻; public override string Name => "强攻"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : ""; public 强攻(Character? character = null) : base(SkillType.Passive, character) { Effects.Add(new 强攻特效(this)); } public override IEnumerable AddPassiveEffectToCharacter() { return Effects; } } public class 强攻特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"连续3次普通攻击同一目标时,造成额外的 {额外伤害系数 * 100:0.##}% 伤害并使其进入易损状态,后续承受伤害提升 {易损伤害提升百分比 * 100:0.##}%,持续 {易损持续时间:0.##} {GameplayEquilibriumConstant.InGameTime}。"; private double 易损伤害提升百分比 => Skill.Character != null ? 0.15 + Skill.Character.Level * 0.004 : 0.15; private double 额外伤害系数 => Skill.Character != null ? 0.06 + Skill.Character.Level * 0.005 : 0.06; private double 易损持续时间 => Skill.Character != null ? 15 + Skill.Character.Level * 0.1 : 15; private int 目标连续攻击次数 = 0; private Character? 当前目标 = null; public override double AlterActualDamageAfterCalculation(Character character, Character enemy, double damage, bool isNormalAttack, DamageType damageType, MagicType magicType, DamageResult damageResult, ref bool isEvaded, Dictionary totalDamageBonus) { if (Skill.Character != null && Skill.Character == character && isNormalAttack && (damageResult == DamageResult.Normal || damageResult == DamageResult.Critical)) { if (当前目标 != enemy) { 目标连续攻击次数 = 0; 当前目标 = enemy; } 目标连续攻击次数++; if (目标连续攻击次数 == 3) { double 额外伤害 = damage * 额外伤害系数; WriteLine($"[ {character} ] 发动了强攻!将额外造成 {额外伤害:0.##} 点伤害!"); 目标连续攻击次数 = 0; WriteLine($"[ {character} ] 对 [ {enemy} ] 施加了易损状态![ {enemy} ] 的承受伤害提升 {易损伤害提升百分比 * 100:0.##}%!"); 施加易损状态(character, enemy); return 额外伤害; } } return 0; } private void 施加易损状态(Character character, Character target) { Effect e = new 易损(Skill, target, character, true, 易损持续时间, 0, 易损伤害提升百分比); target.Effects.Add(e); e.OnEffectGained(target); RecordCharacterApplyEffects(target, EffectType.Vulnerable); } } }