2026-04-15 23:17:43 +08:00

81 lines
3.9 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.PrefabricatedEntity;
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
using Oshima.FunGame.OshimaModules.Effects.SkillEffects;
namespace Oshima.FunGame.OshimaModules.Skills
{
public class : SoulboundSkill
{
public override long Id => (long)SuperSkillID.;
public override string Name => "光明之环";
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; } = 0;
public override bool CanSelectEnemy => false;
public override bool CanSelectTeammate => true;
public override bool CanSelectSelf => true;
public override bool SelectAllTeammates => true;
public override bool AllowSelectDead => 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()}施加强驱散,并基于{(Skill.Character != null ? CharacterSet.GetPrimaryAttributeName(Skill.Character.PrimaryAttribute) : "")}的 {PACoefficient * 100:0.##}% 治疗或复苏{Skill.TargetDescription()},回复 {Heal:0.##} 点生命值。" +
(Improvement > 0 ? $"灵魂绑定额外效果:增加目标 {Improvement / 2 * 100:0.##}% 物理伤害减免和魔法抗性,持续 2 回合。" : "") + $"复苏:如果目标已死亡,则复活目标。复苏只能至多回复至其最大生命值的 20%。";
public double PACoefficient => 1.35 + 0.65 * (Skill.Level - 1);
public double Heal => (Skill.Character?.PrimaryAttributeValue ?? 0) * PACoefficient;
public override void OnSkillCasted(Character caster, List<Character> targets, List<Grid> grids, Dictionary<string, object> others)
{
List<Character> deads = [.. targets.Where(c => c.HP == 0)];
List<Character> alives = [.. targets.Where(c => c.HP > 0)];
Effect e = new (Skill);
e.OnSkillCasted(caster, alives, grids, others);
foreach (Character target in alives)
{
HealToTarget(caster, target, Heal);
}
foreach (Character target in deads)
{
HealToTarget(caster, target, Math.Min(Heal, target.MaxHP * 0.2), true, false);
}
if (Improvement > 0)
{
double dr = Improvement / 2;
foreach (Character target in targets)
{
e = new DynamicsEffect(Skill, new()
{
["expdr"] = dr,
["mdftype"] = 0,
["mdfvalue"] = dr
}, caster)
{
Durative = false,
Duration = 0,
DurationTurn = 2,
RemainDurationTurn = 2,
IsDebuff = false
};
target.Effects.Add(e);
e.OnEffectGained(target);
RecordCharacterApplyEffects(target, EffectType.DefenseBoost);
WriteLine($"[ {target} ] 提升了 {dr * 100:0.##}% 物理伤害减免和魔法抗性!");
}
}
}
}
}