2026-04-15 00:09:38 +08:00

61 lines
3.0 KiB
C#

using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Model;
using Milimoe.FunGame.Core.Model.PrefabricatedEntity;
using Oshima.FunGame.OshimaModules.Effects.SkillEffects;
namespace Oshima.FunGame.OshimaModules.Skills
{
public class : SoulboundSkill
{
public override long Id => (long)SuperSkillID.;
public override string Name => "圣星光旋";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : "";
public override double CD => 100;
public override double HardnessTime { get; set; } = 16;
public override bool SelectAllEnemies => true;
public (Character? character = null) : base(character)
{
Effects.Add(new (this));
}
}
public class (SoulboundSkill skill) : SoulboundEffect(skill)
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"对{Skill.TargetDescription()}造成 {PACoefficient * 100:0.##}% " +
$"{(Skill.Character != null ? CharacterSet.GetPrimaryAttributeName(Skill.Character.PrimaryAttribute) : "")} [ {PADamage:0.##} ] + {GeneralDamage:0.##} 点{CharacterSet.GetDamageTypeName(DamageType.True)}。" +
(Improvement > 0 ? $"灵魂绑定伤害加成: {Improvement * 100:0.##}% [ {ImprovementDamage:0.##} ] 点," : "") + $"总伤害 {Damage + ImprovementDamage:0.##} 点。" +
$"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。";
public double PACoefficient => 0.35 + 0.05 * (Skill.Level - 1);
public double PADamage => (Skill.Character?.PrimaryAttributeValue ?? 0) * PACoefficient;
public double GeneralDamage => 70 * Skill.Level;
public double Damage => GeneralDamage + PADamage;
public double ImprovementDamage => Improvement > 0 ? Damage * Improvement : 0;
public override void OnSkillCasted(Character caster, List<Character> targets, List<Grid> grids, Dictionary<string, object> others)
{
List<Character> valid = [];
foreach (Character target in targets)
{
DamageCalculationOptions options = new(caster);
if (DamageToEnemy(caster, target, DamageType.True, MagicType.None, Damage + ImprovementDamage, options).ActualDamage > 0)
{
if (Random.Shared.NextDouble() < 0.25)
{
valid.Add(target);
}
}
}
Effect e = new (Skill);
e.OnSkillCasted(caster, valid, grids, others);
}
}
}