2025-04-16 01:24:48 +08:00

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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Oshima.FunGame.OshimaModules.Skills
{
public class : Skill
{
public override long Id => (long)SuperSkillID.;
public override string Name => "力量爆发";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double EPCost => 100;
public override double CD => 55;
public override double HardnessTime { get; set; } = 0;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public (Character? character = null) : base(SkillType.SuperSkill, character)
{
Effects.Add(new (this));
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => "力量爆发";
public override string Description => $"获得 135% 力量 [ {攻击力加成:0.##} ] 的攻击力加成,但每次攻击都会损失 9% 当前生命值 [ {当前生命值:0.##} ],持续 {Duration:0.##} {GameplayEquilibriumConstant.InGameTime}。";
public override bool Durative => true;
public override double Duration => 10 + 1 * (Level - 1);
private double => Skill.Character?.STR * 1.35 ?? 0;
private double => Skill.Character?.HP * 0.09 ?? 0;
private double = 0;
public override void OnEffectGained(Character character)
{
= ;
character.ExATK2 += ;
WriteLine($"[ {character} ] 的攻击力增加了 [ {实际攻击力加成:0.##} ] ");
}
public override void OnEffectLost(Character character)
{
// 恢复到原始攻击力
character.ExATK2 -= ;
}
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (character == Skill.Character && isNormalAttack)
{
double = ;
character.HP -= ;
WriteLine($"[ {character} ] 由于自身力量过于强大而被反噬,损失了 [ {生命值减少:0.##} ] 点生命值!");
}
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
RemainDuration = Duration;
if (!caster.Effects.Contains(this))
{
= 0;
caster.Effects.Add(this);
OnEffectGained(caster);
}
}
}
}