mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-22 03:49:35 +08:00
76 lines
3.1 KiB
C#
76 lines
3.1 KiB
C#
using Milimoe.FunGame.Core.Entity;
|
||
using Milimoe.FunGame.Core.Library.Constant;
|
||
|
||
namespace Oshima.FunGame.OshimaModules.Skills
|
||
{
|
||
public class 绝对领域 : Skill
|
||
{
|
||
public override long Id => (long)SuperSkillID.绝对领域;
|
||
public override string Name => "绝对领域";
|
||
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
|
||
public override double EPCost => Math.Max(100, Character?.EP ?? 100);
|
||
public override double CD => 32 + (1 * (Level - 1));
|
||
public override double HardnessTime { get; set; } = 12;
|
||
public override bool CanSelectSelf => true;
|
||
public override bool CanSelectEnemy => false;
|
||
|
||
public 绝对领域(Character? character = null) : base(SkillType.SuperSkill, character)
|
||
{
|
||
Effects.Add(new 绝对领域特效(this));
|
||
}
|
||
}
|
||
|
||
public class 绝对领域特效(Skill skill) : Effect(skill)
|
||
{
|
||
public override long Id => Skill.Id;
|
||
public override string Name => Skill.Name;
|
||
public override string Description => $"{Duration:0.##} 时间内无法受到任何伤害,且敏捷提升 {系数 * 100:0.##}% [ {敏捷提升:0.##} ]。此技能会消耗至少 100 点能量。";
|
||
public override bool Durative => true;
|
||
public override double Duration => 16 + 释放时的能量值 * 0.03;
|
||
|
||
private double 系数 => 0.2 + 0.015 * (Level - 1);
|
||
private double 敏捷提升 => 系数 * Skill.Character?.BaseAGI ?? 0;
|
||
private double 实际敏捷提升 = 0;
|
||
private double 释放时的能量值 = 0;
|
||
|
||
public override void OnEffectGained(Character character)
|
||
{
|
||
实际敏捷提升 = 敏捷提升;
|
||
character.ExAGI += 实际敏捷提升;
|
||
WriteLine($"[ {character} ] 的敏捷提升了 {系数 * 100:0.##}% [ {实际敏捷提升:0.##} ] !");
|
||
}
|
||
|
||
public override void OnEffectLost(Character character)
|
||
{
|
||
character.ExAGI -= 实际敏捷提升;
|
||
}
|
||
|
||
public override double AlterActualDamageAfterCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult, ref bool isEvaded, Dictionary<Effect, double> totalDamageBonus)
|
||
{
|
||
if (enemy == Skill.Character && damageResult != DamageResult.Evaded)
|
||
{
|
||
WriteLine($"[ {enemy} ] 发动了绝对领域,巧妙的化解了此伤害!");
|
||
isEvaded = true;
|
||
return 0;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
public override void OnSkillCasting(Character caster, List<Character> targets)
|
||
{
|
||
释放时的能量值 = caster.EP;
|
||
}
|
||
|
||
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
|
||
{
|
||
RemainDuration = Duration;
|
||
if (!caster.Effects.Contains(this))
|
||
{
|
||
实际敏捷提升 = 0;
|
||
caster.Effects.Add(this);
|
||
OnEffectGained(caster);
|
||
}
|
||
}
|
||
}
|
||
}
|