61 lines
2.4 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Oshima.FunGame.OshimaModules.Skills
{
public class : Skill
{
public override long Id => (long)PassiveID.;
public override string Name => "毁灭之势";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public (Character? character = null) : base(SkillType.Passive, character)
{
Effects.Add(new (this));
}
public override IEnumerable<Effect> AddInactiveEffectToCharacter()
{
return Effects;
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"每时间提升 {伤害提升 * 100:0.##}% 所有伤害,无上限,但受到伤害时效果清零。" + ( > 0 ? $"(当前总提升:{累计伤害 * 100:0.##}%" : "");
private readonly double = 0.03;
private double = 0;
public override double AlterActualDamageAfterCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult, ref bool isEvaded, Dictionary<Effect, double> totalDamageBonus)
{
if (damageResult != DamageResult.Evaded)
{
if (enemy == Skill.Character && damage > 0 && !enemy.Effects.Where(e => e is ).Any())
{
= 0;
}
if (character == Skill.Character)
{
double = damage * ;
if ( > 0) WriteLine($"[ {character} ] 的伤害提升了 {实际伤害提升:0.##} 点!");
return ;
}
}
return 0;
}
public override void OnTimeElapsed(Character character, double eapsed)
{
if (GamingQueue != null)
{
+= * eapsed;
WriteLine($"[ {character} ] 的 [ {Name} ] 效果增加了,当前总提升:{累计伤害 * 100:0.##}%。");
}
}
}
}