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https://github.com/oshima-studios/OshimaGameModule.git
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50 lines
2.0 KiB
C#
50 lines
2.0 KiB
C#
using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Oshima.FunGame.OshimaModules.Skills
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{
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public class 敏捷之刃 : Skill
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{
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public override long Id => (long)PassiveID.敏捷之刃;
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public override string Name => "敏捷之刃";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public 敏捷之刃(Character? character = null) : base(SkillType.Passive, character)
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{
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Effects.Add(new 敏捷之刃特效(this));
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}
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public override IEnumerable<Effect> AddInactiveEffectToCharacter()
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{
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return Effects;
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}
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}
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public class 敏捷之刃特效(Skill skill) : Effect(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 => $"每次普通攻击都将附带基于 {敏捷系数 * 100:0.##}% 敏捷 [ {敏捷伤害} ] 的魔法伤害。";
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public override bool TargetSelf => true;
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private double 敏捷伤害 => 敏捷系数 * Skill.Character?.AGI ?? 0;
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private readonly double 敏捷系数 = 2.5;
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private bool 是否是嵌套伤害 = false;
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public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
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{
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if (character == Skill.Character && isNormalAttack && damageResult != DamageResult.Evaded && !是否是嵌套伤害 && enemy.HP > 0)
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{
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WriteLine($"[ {character} ] 发动了敏捷之刃!将造成额外伤害!");
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是否是嵌套伤害 = true;
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DamageToEnemy(character, enemy, true, magicType, 敏捷伤害);
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}
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if (character == Skill.Character && 是否是嵌套伤害)
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{
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是否是嵌套伤害 = false;
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}
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}
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}
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}
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