mirror of
https://github.com/oshima-studios/OshimaGameModule.git
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144 lines
5.4 KiB
C#
144 lines
5.4 KiB
C#
using Milimoe.FunGame.Core.Api.Utility;
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Common.Addon;
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using Milimoe.FunGame.Core.Library.Constant;
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using Milimoe.FunGame.Core.Model;
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using Milimoe.FunGame.Core.Model.PrefabricatedEntity;
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using Oshima.FunGame.OshimaModules.Effects.SkillEffects;
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namespace Oshima.FunGame.OshimaModules.Skills
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{
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public class 女王之怒 : SoulboundSkill
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{
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public override long Id => (long)SuperSkillID.女王之怒;
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public override string Name => "女王之怒";
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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 override double CD => 70;
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public override double HardnessTime { get; set; } = 11;
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public 女王之怒(Character? character = null) : base(character)
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{
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Effects.Add(new 女王之怒特效(this));
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}
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}
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public class 女王之怒特效(SoulboundSkill skill) : SoulboundEffect(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 => $"基于{Skill.SkillOwner()}的 {ATKCoefficient * 100:0.##}% 攻击力 [ {Damage:0.##} ] 对{Skill.TargetDescription()}造成{CharacterSet.GetDamageTypeName(DamageType.Physical)}" +
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(Improvement > 0 ? $",灵魂绑定伤害加成: {Improvement * 100:0.##}% [ {ImprovementDamage:0.##} ] 点,总伤害 {Damage + ImprovementDamage:0.##} 点;" : ";") +
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$"造成伤害后,对目标施加 {虚弱时间}虚弱。虚弱:伤害降低 {DamageReductionPercent * 100:0.##}%,物理护甲降低 {DEFReductionPercent * 100:0.##}%," +
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$"魔法抗性降低 {MDFReductionPercent * 100:0.##}%,治疗效果降低 {HealingReductionPercent * 100:0.##}%";
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public double ATKCoefficient => 0.4 + 0.22 * (Skill.Level - 1);
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public double Damage => (Skill.Character?.ATK ?? 0) * ATKCoefficient;
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public double ImprovementDamage => Improvement > 0 ? Damage * Improvement : 0;
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public override bool Durative => false;
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public override int DurationTurn
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{
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get
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{
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return Skill.Level switch
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{
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4 or 5 or 6 => 3,
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_ => 2
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};
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}
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}
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public double DurationLevelGrowth
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{
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get
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{
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return Skill.Level switch
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{
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_ => 0
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};
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}
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}
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public double DamageReductionPercent
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{
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get
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{
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return Skill.Level switch
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{
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1 => 0.10,
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2 => 0.14,
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3 => 0.18,
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4 => 0.22,
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5 => 0.26,
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6 => 0.3,
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_ => 0
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};
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}
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}
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public double DEFReductionPercent
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{
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get
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{
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return Skill.Level switch
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{
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1 => 0.3,
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2 => 0.35,
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3 => 0.4,
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4 => 0.45,
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5 => 0.50,
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6 => 0.55,
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_ => 0
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};
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}
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}
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public double MDFReductionPercent
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{
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get
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{
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return Skill.Level switch
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{
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1 => 0.08,
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2 => 0.11,
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3 => 0.14,
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4 => 0.17,
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5 => 0.20,
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6 => 0.23,
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_ => 0
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};
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}
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}
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public double HealingReductionPercent
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{
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get
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{
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return Skill.Level switch
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{
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1 => 0.12,
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2 => 0.16,
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3 => 0.20,
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4 => 0.24,
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5 => 0.28,
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6 => 0.32,
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_ => 0
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};
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}
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}
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private string 虚弱时间 => Durative && Duration > 0 ? $"{实际虚弱时间:0.##} {GameplayEquilibriumConstant.InGameTime}" : (!Durative && DurationTurn > 0 ? 实际虚弱时间 + " 回合" : $"0 {GameplayEquilibriumConstant.InGameTime}");
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private double 实际虚弱时间 => Durative && Duration > 0 ? Duration + DurationLevelGrowth * (Level - 1) : (!Durative && DurationTurn > 0 ? DurationTurn + DurationLevelGrowth * (Level - 1) : 0);
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public override void OnSkillCasted(Character caster, List<Character> targets, List<Grid> grids, Dictionary<string, object> others)
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{
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List<Character> valid = [];
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foreach (Character target in targets)
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{
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DamageCalculationOptions options = new(caster);
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if (DamageToEnemy(caster, target, DamageType.Physical, MagicType.None, Damage + ImprovementDamage, options).ActualDamage > 0)
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{
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valid.Add(target);
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}
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}
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造成虚弱 e = new(Skill, Durative, Duration, DurationTurn, DurationLevelGrowth, DamageReductionPercent, DEFReductionPercent, MDFReductionPercent, HealingReductionPercent);
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e.OnSkillCasted(caster, valid, grids, others);
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}
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}
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}
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