50 lines
1.9 KiB
C#

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public class ExDEF2 : Effect
{
public override long Id => (long)EffectID.ExDEF2;
public override string Name => "物理护甲加成";
public override string Description => $"{(实际加成 >= 0 ? "" : "")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {实际加成:0.##} ] 点物理护甲。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public double Value => ;
private readonly double = 0;
private double = 0;
public override void OnEffectGained(Character character)
{
= character.BaseDEF * ;
character.ExDEFPercentage += ;
}
public override void OnEffectLost(Character character)
{
character.ExDEFPercentage -= ;
}
public override void OnAttributeChanged(Character character)
{
// 刷新加成
OnEffectLost(character);
OnEffectGained(character);
}
public ExDEF2(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exdef", StringComparison.CurrentCultureIgnoreCase)) ?? "";
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exDEF))
{
= exDEF;
}
}
}
}
}