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https://github.com/oshima-studios/OshimaGameModule.git
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44 lines
1.8 KiB
C#
44 lines
1.8 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 心灵之霞 : Skill
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{
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public override long Id => (long)MagicID.心灵之霞;
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public override string Name => "心灵之霞";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override double MPCost => 30 + (50 * (Level - 1));
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public override double CD => 25;
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public override double CastTime => 6;
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public override double HardnessTime { get; set; } = 3;
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public 心灵之霞(Character? character = null) : base(SkillType.Magic, character)
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{
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Effects.Add(new 心灵之霞特效(this));
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}
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}
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public class 心灵之霞特效(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 => $"对目标敌人造成 {基础伤害:0.##} + {智力系数 * 100:0.##}% 智力 [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
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public override bool TargetSelf => false;
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public override int TargetCount => 1;
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private double 基础伤害 => 90 + 60 * (Skill.Level - 1);
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private double 智力系数 => (0.5 + 0.6 * (Skill.Level - 1));
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private double Damage => 基础伤害 + 智力系数 * Skill.Character?.INT ?? 0;
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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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if (targets.Count > 0)
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{
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Character enemy = targets[0];
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DamageToEnemy(caster, enemy, true, MagicType, Damage);
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}
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}
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}
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}
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