mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-20 10:59:33 +08:00
83 lines
3.7 KiB
C#
83 lines
3.7 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 迅捷之势 : Skill
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{
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public override long Id => (long)SuperSkillID.迅捷之势;
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public override string Name => "迅捷之势";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override double EPCost => 100;
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public override double CD => 60 - 2 * (Level - 1);
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public override double HardnessTime { get; set; } = 15;
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public override bool CanSelectSelf => true;
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public override bool CanSelectEnemy => false;
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public 迅捷之势(Character? character = null) : base(SkillType.SuperSkill, character)
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{
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Effects.Add(new 迅捷之势特效(this));
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}
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}
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public class 迅捷之势特效(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 => $"{Duration:0.##} {GameplayEquilibriumConstant.InGameTime}内,提升自身 25% 物理伤害减免和魔法抗性,普通攻击转为魔法伤害,且硬直时间减少 30%,并基于 {智力系数 * 100:0.##}% 智力 [ {智力加成:0.##} ] 强化普通攻击伤害。";
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public override bool Durative => true;
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public override double Duration => 40;
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private double 智力系数 => 1.4 + 0.4 * (Level - 1);
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private double 智力加成 => 智力系数 * Skill.Character?.INT ?? 0;
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private double 物理伤害减免 => 0.25;
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private double 魔法抗性 => 0.25;
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private double 实际物理伤害减免 = 0;
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private double 实际魔法抗性 = 0;
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public override void OnEffectGained(Character character)
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{
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character.NormalAttack.SetMagicType(true, character.MagicType);
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实际物理伤害减免 = 物理伤害减免;
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实际魔法抗性 = 魔法抗性;
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character.ExPDR += 实际物理伤害减免;
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character.MDF.AddAllValue(实际魔法抗性);
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WriteLine($"[ {character} ] 提升了 {实际物理伤害减免 * 100:0.##}% 物理伤害减免,{实际魔法抗性 * 100:0.##}% 魔法抗性!!");
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}
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public override void OnEffectLost(Character character)
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{
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character.NormalAttack.SetMagicType(false, character.MagicType);
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character.ExPDR -= 实际物理伤害减免;
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character.MDF.AddAllValue(-实际魔法抗性);
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实际物理伤害减免 = 0;
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实际魔法抗性 = 0;
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}
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public override double AlterExpectedDamageBeforeCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, Dictionary<Effect, double> totalDamageBonus)
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{
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if (character == Skill.Character && isNormalAttack)
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{
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WriteLine($"[ {character} ] 发动了迅捷之势!伤害提升了 {智力加成:0.##} 点!");
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return 智力加成;
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}
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return 0;
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}
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public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
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{
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baseHardnessTime *= 0.3;
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}
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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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RemainDuration = Duration;
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if (!caster.Effects.Contains(this))
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{
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caster.Effects.Add(this);
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OnEffectGained(caster);
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}
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}
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}
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}
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