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

83 lines
3.7 KiB
C#

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 => "迅捷之势";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double EPCost => 100;
public override double CD => 60 - 2 * (Level - 1);
public override double HardnessTime { get; set; } = 15;
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 => Skill.Name;
public override string Description => $"{Duration:0.##} {GameplayEquilibriumConstant.InGameTime}内,提升自身 25% 物理伤害减免和魔法抗性,普通攻击转为魔法伤害,且硬直时间减少 30%,并基于 {智力系数 * 100:0.##}% 智力 [ {智力加成:0.##} ] 强化普通攻击伤害。";
public override bool Durative => true;
public override double Duration => 40;
private double => 1.4 + 0.4 * (Level - 1);
private double => * Skill.Character?.INT ?? 0;
private double => 0.25;
private double => 0.25;
private double = 0;
private double = 0;
public override void OnEffectGained(Character character)
{
character.NormalAttack.SetMagicType(true, character.MagicType);
= ;
= ;
character.ExPDR += ;
character.MDF.AddAllValue();
WriteLine($"[ {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!!");
}
public override void OnEffectLost(Character character)
{
character.NormalAttack.SetMagicType(false, character.MagicType);
character.ExPDR -= ;
character.MDF.AddAllValue(-);
= 0;
= 0;
}
public override double AlterExpectedDamageBeforeCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, Dictionary<Effect, double> totalDamageBonus)
{
if (character == Skill.Character && isNormalAttack)
{
WriteLine($"[ {character} ] 发动了迅捷之势!伤害提升了 {智力加成:0.##} 点!");
return ;
}
return 0;
}
public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
{
baseHardnessTime *= 0.3;
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
RemainDuration = Duration;
if (!caster.Effects.Contains(this))
{
caster.Effects.Add(this);
OnEffectGained(caster);
}
}
}
}