using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Skills { public class 迅捷之势 : Skill { public override long Id => (long)SuperSkillID.迅捷之势; public override string Name => "迅捷之势"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override double EPCost => 100; public override double CD => 60 - 2 * (Level - 1); public override double HardnessTime { get; set; } = 15; public override bool CanSelectSelf => true; public override bool CanSelectEnemy => false; public 迅捷之势(Character? character = null) : base(SkillType.SuperSkill, character) { Effects.Add(new 迅捷之势特效(this)); } } public class 迅捷之势特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"{Duration:0.##} {GameplayEquilibriumConstant.InGameTime}内,提升自身 25% 物理伤害减免和魔法抗性,普通攻击转为魔法伤害,且硬直时间减少 30%,并基于 {智力系数 * 100:0.##}% 智力 [ {智力加成:0.##} ] 强化普通攻击伤害。"; public override bool Durative => true; public override double Duration => 40; private double 智力系数 => 1.4 + 0.4 * (Level - 1); private double 智力加成 => 智力系数 * Skill.Character?.INT ?? 0; private double 物理伤害减免 => 0.25; private double 魔法抗性 => 0.25; private double 实际物理伤害减免 = 0; private double 实际魔法抗性 = 0; public override void OnEffectGained(Character character) { character.NormalAttack.SetMagicType(true, character.MagicType); 实际物理伤害减免 = 物理伤害减免; 实际魔法抗性 = 魔法抗性; character.ExPDR += 实际物理伤害减免; character.MDF.AddAllValue(实际魔法抗性); WriteLine($"[ {character} ] 提升了 {实际物理伤害减免 * 100:0.##}% 物理伤害减免,{实际魔法抗性 * 100:0.##}% 魔法抗性!!"); } public override void OnEffectLost(Character character) { character.NormalAttack.SetMagicType(false, character.MagicType); character.ExPDR -= 实际物理伤害减免; character.MDF.AddAllValue(-实际魔法抗性); 实际物理伤害减免 = 0; 实际魔法抗性 = 0; } public override double AlterExpectedDamageBeforeCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, Dictionary totalDamageBonus) { if (character == Skill.Character && isNormalAttack) { WriteLine($"[ {character} ] 发动了迅捷之势!伤害提升了 {智力加成:0.##} 点!"); return 智力加成; } return 0; } public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected) { baseHardnessTime *= 0.3; } public override void OnSkillCasted(Character caster, List targets, Dictionary others) { RemainDuration = Duration; if (!caster.Effects.Contains(this)) { caster.Effects.Add(this); OnEffectGained(caster); } } } }