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https://github.com/oshima-studios/OshimaGameModule.git
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52 lines
2.1 KiB
C#
52 lines
2.1 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.Constant;
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namespace Oshima.FunGame.OshimaModules.Skills
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{
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public class 血之狂欢 : Skill
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{
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public override long Id => (long)SuperSkillID.血之狂欢;
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public override string Name => "血之狂欢";
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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 => 45;
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public override double HardnessTime { get; set; } = 7;
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public 血之狂欢(Character? character = null) : base(SkillType.SuperSkill, character)
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{
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Effects.Add(new 血之狂欢特效(this));
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}
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}
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public class 血之狂欢特效(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 => $"获得 40% 吸血,持续 {Duration} 时间。";
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public override bool TargetSelf => true;
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public override bool Durative => true;
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public override double Duration => 30;
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public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
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{
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if (character == Skill.Character && damageResult != DamageResult.Evaded && character.HP < character.MaxHP)
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{
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double 实际吸血 = Calculation.Round2Digits(0.4 * damage);
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character.HP += 实际吸血;
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WriteLine($"[ {character} ] 回复了 {实际吸血} 点生命值!");
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}
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}
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public override void OnSkillCasted(Character caster, List<Character> enemys, List<Character> teammates, 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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