mirror of
https://github.com/oshima-studios/OshimaGameModule.git
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61 lines
3.0 KiB
C#
61 lines
3.0 KiB
C#
using Milimoe.FunGame.Core.Api.Utility;
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Common.Addon;
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using Milimoe.FunGame.Core.Library.Constant;
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using Milimoe.FunGame.Core.Model;
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using Milimoe.FunGame.Core.Model.PrefabricatedEntity;
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using Oshima.FunGame.OshimaModules.Effects.SkillEffects;
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namespace Oshima.FunGame.OshimaModules.Skills
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{
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public class 圣星光旋 : SoulboundSkill
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{
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public override long Id => (long)SuperSkillID.圣星光旋;
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public override string Name => "圣星光旋";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : "";
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public override double CD => 100;
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public override double HardnessTime { get; set; } = 16;
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public override bool SelectAllEnemies => true;
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public 圣星光旋(Character? character = null) : base(character)
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{
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Effects.Add(new 圣星光旋特效(this));
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}
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}
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public class 圣星光旋特效(SoulboundSkill skill) : SoulboundEffect(skill)
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{
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public override long Id => Skill.Id;
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public override string Name => Skill.Name;
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public override string Description => $"对{Skill.TargetDescription()}造成 {PACoefficient * 100:0.##}% " +
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$"{(Skill.Character != null ? CharacterSet.GetPrimaryAttributeName(Skill.Character.PrimaryAttribute) : "核心属性")} [ {PADamage:0.##} ] + {GeneralDamage:0.##} 点{CharacterSet.GetDamageTypeName(DamageType.True)}。" +
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(Improvement > 0 ? $"灵魂绑定伤害加成: {Improvement * 100:0.##}% [ {ImprovementDamage:0.##} ] 点," : "") + $"总伤害 {Damage + ImprovementDamage:0.##} 点。" +
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$"随后,有 25% 概率对受到伤害的目标造成眩晕 1 回合。眩晕:进入完全行动不能状态。";
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public double PACoefficient => 0.35 + 0.05 * (Skill.Level - 1);
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public double PADamage => (Skill.Character?.PrimaryAttributeValue ?? 0) * PACoefficient;
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public double GeneralDamage => 70 * Skill.Level;
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public double Damage => GeneralDamage + PADamage;
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public double ImprovementDamage => Improvement > 0 ? Damage * Improvement : 0;
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public override void OnSkillCasted(Character caster, List<Character> targets, List<Grid> grids, Dictionary<string, object> others)
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{
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List<Character> valid = [];
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foreach (Character target in targets)
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{
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DamageCalculationOptions options = new(caster);
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if (DamageToEnemy(caster, target, DamageType.True, MagicType.None, Damage + ImprovementDamage, options).ActualDamage > 0)
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{
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if (Random.Shared.NextDouble() < 0.25)
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{
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valid.Add(target);
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}
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}
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}
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Effect e = new 造成眩晕(Skill);
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e.OnSkillCasted(caster, valid, grids, others);
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}
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}
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}
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