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https://github.com/oshima-studios/OshimaGameModule.git
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105 lines
4.9 KiB
C#
105 lines
4.9 KiB
C#
using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
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namespace Oshima.FunGame.OshimaModules.Skills
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{
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public class 风之守护 : Skill
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{
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public override long Id => (long)MagicID.风之守护;
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public override string Name => "风之守护";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override double MPCost => Level > 0 ? 100 + (100 * (Level - 1)) : 100;
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public override double CD => Level > 0 ? 75 - (1 * (Level - 1)) : 75;
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public override double CastTime => Level > 0 ? 4 + (1 * (Level - 1)) : 4;
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public override double HardnessTime { get; set; } = 6;
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public override bool CanSelectSelf => true;
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public override bool CanSelectEnemy => false;
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public override bool CanSelectTeammate => true;
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public override int CanSelectTargetCount => 1;
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public 风之守护(Character? character = null) : base(SkillType.Magic, character)
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{
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Effects.Add(new 风之守护特效(this, false, 0, 4));
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}
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}
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public class 风之守护特效 : Effect
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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 => $"提升目标{(Skill.CanSelectTargetCount > 1 ? $"至多 {Skill.CanSelectTargetCount} 个" : "")}友方角色 {CritRate * 100:0.##}% 暴击率和 {EvadeRate * 100:0.##}% 闪避率,持续 {持续时间}。";
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public override EffectType EffectType => EffectType.CritBoost;
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public override DispelledType DispelledType => DispelledType.Weak;
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private string 持续时间 => _durative && _duration > 0 ? 实际持续时间 + $" {GameplayEquilibriumConstant.InGameTime}" : (!_durative && _durationTurn > 0 ? 实际持续时间 + " 回合" : $"0 {GameplayEquilibriumConstant.InGameTime}");
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private double 实际持续时间 => _durative && _duration > 0 ? _duration + _levelGrowth * (Level - 1) : (!_durative && _durationTurn > 0 ? _durationTurn + _levelGrowth * (Level - 1) : 0);
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private readonly bool _durative;
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private readonly double _duration;
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private readonly int _durationTurn;
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private readonly double _levelGrowth;
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private double CritRate => Level > 0 ? 0.03 + 0.03 * (Level - 1) : 0.03;
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private double EvadeRate => Level > 0 ? 0.02 + 0.02 * (Level - 1) : 0.02;
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public 风之守护特效(Skill skill, bool durative = false, double duration = 0, int durationTurn = 1, double levelGrowth = 0) : base(skill)
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{
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GamingQueue = skill.GamingQueue;
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_durative = durative;
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_duration = duration;
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_durationTurn = durationTurn;
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_levelGrowth = levelGrowth;
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}
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public override void OnSkillCasted(Character caster, List<Character> targets, 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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WriteLine($"[ {target} ] 的暴击率提升了 {CritRate * 100:0.##}%,闪避率提升了 {EvadeRate * 100:0.##}%!持续时间:{持续时间}!");
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ExCritRate e = new(Skill, new()
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{
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{ "excr", CritRate }
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}, caster);
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target.Effects.Add(e);
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if (_durative && _duration > 0)
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{
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e.Durative = true;
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e.Duration = 实际持续时间;
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e.RemainDuration = 实际持续时间;
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}
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else if (!_durative && _durationTurn > 0)
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{
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e.Durative = false;
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e.DurationTurn = (int)实际持续时间;
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e.RemainDurationTurn = (int)实际持续时间;
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}
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e.EffectType = EffectType.CritBoost;
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e.Source = caster;
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e.OnEffectGained(target);
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ExEvadeRate e2 = new(Skill, new()
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{
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{ "exer", EvadeRate }
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}, caster);
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target.Effects.Add(e2);
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if (_durative && _duration > 0)
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{
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e2.Durative = true;
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e2.Duration = 实际持续时间;
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e2.RemainDuration = 实际持续时间;
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}
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else if (!_durative && _durationTurn > 0)
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{
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e2.Durative = false;
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e2.DurationTurn = (int)实际持续时间;
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e2.RemainDurationTurn = (int)实际持续时间;
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}
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e2.EffectType = EffectType.EvadeBoost;
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e2.Source = caster;
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e2.OnEffectGained(target);
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GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.CritBoost, EffectType.EvadeBoost]);
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}
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}
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}
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}
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