mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-26 05:49:40 +08:00
83 lines
3.6 KiB
C#
83 lines
3.6 KiB
C#
using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.PassiveEffects;
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namespace Oshima.FunGame.OshimaModules.Skills
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{
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public class 累积之压 : Skill
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{
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public override long Id => (long)PassiveID.累积之压;
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public override string Name => "累积之压";
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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 累积之压(Character? character = null) : base(SkillType.Passive, character)
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{
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Effects.Add(new 累积之压特效(this));
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}
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public override IEnumerable<Effect> AddPassiveEffectToCharacter()
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{
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return Effects;
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}
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}
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public class 累积之压特效(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 => $"造成伤害时会标记目标,攻击具有标记的敌人将对其造成眩晕 1 回合,并回收标记,额外对该角色造成 {系数 * 100:0.##}% 最大生命值的物理伤害。";
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public override string DispelDescription => "可驱散性:眩晕需强驱散";
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public double 系数 { get; set; } = 0.12;
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private bool 是否是嵌套伤害 = false;
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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 && !是否是嵌套伤害 && enemy.HP > 0)
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{
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// 叠标记
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IEnumerable<Effect> effects = enemy.Effects.Where(e => e is 累积之压标记);
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if (effects.Any() && effects.First() is 累积之压标记 e)
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{
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IEnumerable<Effect> effects2 = character.Effects.Where(e => e is 嗜血本能特效);
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if (effects2.Any() && effects2.First() is 嗜血本能特效 e2)
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{
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// 嗜血本能生效状态下,不会移除标记
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}
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else
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{
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// 移除标记
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enemy.Effects.Remove(e);
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}
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double 额外伤害 = enemy.MaxHP * 系数;
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WriteLine($"[ {character} ] 发动了累积之压!将对 [ {enemy} ] 造成眩晕和额外伤害!");
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// 眩晕
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IEnumerable<Effect> effects3 = enemy.Effects.Where(e => e is 眩晕 && e.Skill == Skill);
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if (effects3.Any())
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{
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effects3.First().RemainDurationTurn++;
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}
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else
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{
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眩晕 e3 = new(Skill, character, false, 0, 1);
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enemy.Effects.Add(e3);
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e3.OnEffectGained(enemy);
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}
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是否是嵌套伤害 = true;
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DamageToEnemy(character, enemy, false, magicType, 额外伤害);
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}
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else
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{
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enemy.Effects.Add(new 累积之压标记(Skill, character));
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}
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}
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if (character == Skill.Character && 是否是嵌套伤害)
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{
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是否是嵌套伤害 = false;
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}
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}
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}
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}
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