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https://github.com/oshima-studios/OshimaGameModule.git
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58 lines
2.3 KiB
C#
58 lines
2.3 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.Effects.OpenEffects
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{
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public class ExDEF2 : Effect
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{
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public override long Id => (long)EffectID.ExDEF2;
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public override string Name => "物理护甲加成";
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {(实际加成 == 0 ? "基于基础物理护甲" : $"{Math.Abs(实际加成):0.##}")} ] 点物理护甲。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public double Value => 实际加成;
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private readonly double 加成比例 = 0;
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private double 实际加成 = 0;
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public override void OnEffectGained(Character character)
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{
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if (Durative && RemainDuration == 0)
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{
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RemainDuration = Duration;
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}
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else if (RemainDurationTurn == 0)
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{
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RemainDurationTurn = DurationTurn;
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}
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实际加成 = character.BaseDEF * 加成比例;
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character.ExDEFPercentage += 加成比例;
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}
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public override void OnEffectLost(Character character)
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{
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character.ExDEFPercentage -= 加成比例;
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}
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public override void OnAttributeChanged(Character character)
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{
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// 刷新加成
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OnEffectLost(character);
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OnEffectGained(character);
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}
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public ExDEF2(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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if (Values.Count > 0)
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{
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string key = Values.Keys.FirstOrDefault(s => s.Equals("exdef", StringComparison.CurrentCultureIgnoreCase)) ?? "";
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if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exDEF))
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{
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加成比例 = exDEF;
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}
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}
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}
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}
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}
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