mirror of
https://github.com/oshima-studios/OshimaGameModule.git
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93 lines
4.1 KiB
C#
93 lines
4.1 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 裁决塔罗 : SoulboundSkill
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{
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public override long Id => (long)SuperSkillID.裁决塔罗;
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public override string Name => "裁决塔罗";
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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 => 75;
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public override double HardnessTime { get; set; } = 9;
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public override int CanSelectTargetCount
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{
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get
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{
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return Level switch
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{
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1 or 2 => 1,
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3 or 4 => 2,
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_ => 3
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};
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}
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}
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public 裁决塔罗(Character? character = null) : base(character)
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{
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Effects.Add(new 裁决塔罗特效(this));
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}
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}
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public class 裁决塔罗特效(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 => $"基于{Skill.SkillOwner()}的 {ATKCoefficient * 100:0.##}% 攻击力 [ {Damage:0.##} ] 对{Skill.TargetDescription()}造成{CharacterSet.GetDamageTypeName(DamageType.Magical)}" +
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(Improvement > 0 ? $",灵魂绑定伤害加成: {Improvement * 100:0.##}% [ {ImprovementDamage:0.##} ] 点,总伤害 {Damage + ImprovementDamage:0.##} 点;" : ";") +
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$"造成伤害后,对目标随机施加以下几种状态:\r\n1、冻结:造成 {DurationTurn} 回合完全行动不能和 30% 魔法伤害易伤;\r\n" +
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$"2、混乱:进入行动受限状态,失控并随机行动,且所有指令均会在所有角色中随机选取目标,持续 {DurationTurn} 回合;\r\n" +
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$"3、战斗不能:在 {Duration:0.##} {GameplayEquilibriumConstant.InGameTime}内无法普通攻击和使用技能(魔法、战技和爆发技)。";
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public double ATKCoefficient => 0.38 + 0.12 * (Skill.Level - 1);
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public double Damage => (Skill.Character?.ATK ?? 0) * ATKCoefficient;
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public double ImprovementDamage => Improvement > 0 ? Damage * Improvement : 0;
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public override double Duration
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{
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get
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{
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return Skill.Level switch
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{
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4 or 5 or 6 => 14,
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_ => 7
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};
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}
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}
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public override int DurationTurn
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{
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get
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{
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return Skill.Level switch
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{
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4 or 5 or 6 => 3,
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_ => 2
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};
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}
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}
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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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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.Magical, MagicType.None, Damage + ImprovementDamage, options).ActualDamage > 0)
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{
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Effect e = Random.Shared.Next(3) switch
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{
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0 => new 施加概率负面(Skill, EffectType.Freeze, false, 0, DurationTurn, 0, 1, 0),
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1 => new 施加概率负面(Skill, EffectType.Confusion, false, 0, DurationTurn, 0, 1, 0),
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_ => new 施加概率负面(Skill, EffectType.Cripple, true, Duration, 0, 0, 1, 0),
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};
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e.OnSkillCasted(caster, [target], grids, others);
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}
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}
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}
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}
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}
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