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https://github.com/oshima-studios/OshimaGameModule.git
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72 lines
3.4 KiB
C#
72 lines
3.4 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 黑暗收割 : Skill
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{
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public override long Id => (long)PassiveID.黑暗收割;
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public override string Name => "黑暗收割";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : "";
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public 黑暗收割(Character? character = null) : base(SkillType.Passive, character)
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{
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Effects.Add(new 黑暗收割特效(this));
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}
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public override IEnumerable<Effect> AddPassiveEffectToCharacter()
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{
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return Effects;
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}
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}
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public class 黑暗收割特效(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 => $"对一半以下生命值的目标造成伤害时,将收集其灵魂以永久提升自身伤害,每个灵魂提供 {额外伤害提升 * 100:0.##}% 伤害加成。最多收集 {最多灵魂数量} 个灵魂。" +
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$"若自身死亡,灵魂将损失一半。(当前灵魂数量:{当前灵魂数量} 个;伤害提升:{当前灵魂数量 * 额外伤害提升 * 100:0.##}%)";
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private static double 额外伤害提升 => 0.02;
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private int 当前灵魂数量 { get; set; } = 0;
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private int 最多灵魂数量 => Skill.Character != null ? 10 + Skill.Character.Level / 10 * 5 : 10;
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private bool 触发标记 { get; set; } = false;
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public override double AlterExpectedDamageBeforeCalculation(Character character, Character enemy, double damage, bool isNormalAttack, DamageType damageType, MagicType magicType, Dictionary<Effect, double> totalDamageBonus)
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{
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if (character == Skill.Character && (enemy.HP / enemy.MaxHP) < 0.5)
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{
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触发标记 = true;
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return damage * 当前灵魂数量 * 额外伤害提升;
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}
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return 0;
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}
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public override void AfterDamageCalculation(Character character, Character enemy, double damage, double actualDamage, bool isNormalAttack, DamageType damageType, MagicType magicType, DamageResult damageResult)
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{
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if (触发标记 && character == Skill.Character && (damageResult == DamageResult.Normal || damageResult == DamageResult.Critical) && 当前灵魂数量 < 最多灵魂数量)
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{
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触发标记 = false;
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当前灵魂数量++;
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WriteLine($"[ {character} ] 通过黑暗收割收集了一个灵魂!当前灵魂数:{当前灵魂数量}");
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}
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}
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public override void AfterDeathCalculation(Character death, Character? killer, Dictionary<Character, int> continuousKilling, Dictionary<Character, int> earnedMoney)
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{
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if (death == Skill.Character && 当前灵魂数量 > 0)
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{
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int lost = 当前灵魂数量 / 2;
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当前灵魂数量 -= lost;
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WriteLine($"[ {death} ] 因死亡损失了 [ {lost} ] 个灵魂!");
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}
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}
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public override void OnTurnEnd(Character character)
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{
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触发标记 = false;
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}
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}
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}
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