using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class AccelerationCoefficient : Effect { public override long Id => (long)EffectID.AccelerationCoefficient; public override string Name => "加速系数加成"; public override string Description => $"增加角色 {实际加成 * 100:0.##}% 加速系数。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : ""); public override EffectType EffectType => EffectType.Item; public override bool TargetSelf => true; public Item? Item { get; } private readonly double 实际加成 = 0; public override void OnEffectGained(Character character) { character.AccelerationCoefficient += 实际加成; } public override void OnEffectLost(Character character) { character.AccelerationCoefficient -= 实际加成; } public AccelerationCoefficient(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; if (Values.Count > 0) { string key = Values.Keys.FirstOrDefault(s => s.Equals("exacc", StringComparison.CurrentCultureIgnoreCase)) ?? ""; if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exACC)) { 实际加成 = exACC; } } } } }