mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2026-03-05 22:20:28 +00:00
109 lines
5.2 KiB
C#
109 lines
5.2 KiB
C#
using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Interface.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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namespace Oshima.FunGame.OshimaModules.Skills
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{
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public class 咒怨洪流 : Skill
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{
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public override long Id => (long)SuperSkillID.咒怨洪流;
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public override string Name => "咒怨洪流";
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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 EPCost => 100;
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public override double CD => 65;
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public override double HardnessTime { get; set; } = 3;
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public override bool CanSelectSelf => true;
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public override bool CanSelectEnemy => false;
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public 咒怨洪流(Character? character = null) : base(SkillType.SuperSkill, character)
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{
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Effects.Add(new 咒怨洪流特效(this));
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}
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}
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public class 咒怨洪流特效(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 => "咒怨洪流";
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public override string Description => $"{Skill.SkillOwner()}将「熵核」的污染之力附着在武器之上。{Duration:0.##} {GameplayEquilibriumConstant.InGameTime}内,增加自身所有伤害的 {减伤比例 * 100:0.##}% 伤害减免;[ 蚀魂震击 ] 的冷却时间降低至 5 {GameplayEquilibriumConstant.InGameTime},并将普通攻击转为魔法伤害;在一个回合里首次使用普通攻击后,附赠 {额外攻击次数} 次普通攻击决策点配额,但后续普通攻击必须选取不重复的目标。";
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public override bool Durative => true;
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public override double Duration => 30;
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public override DispelledType DispelledType => DispelledType.CannotBeDispelled;
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private double 减伤比例 => 0.15 + 0.02 * (Level - 1);
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private double 实际比例 = 0;
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private readonly List<Character> 本回合已攻击的目标 = [];
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private bool 本回合可附赠动作 = true;
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private readonly int 额外攻击次数 = 2;
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public override void OnEffectGained(Character character)
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{
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实际比例 = 减伤比例;
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character.NormalAttack.SetMagicType(new(this, true, MagicType.None, 999), GamingQueue);
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if (character.Effects.Where(e => e is 蚀魂震击特效).FirstOrDefault() is 蚀魂震击特效 e)
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{
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e.基础冷却时间 = 5;
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if (e.冷却时间 > e.基础冷却时间) e.冷却时间 = e.基础冷却时间;
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}
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}
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public override void OnEffectLost(Character character)
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{
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实际比例 = 0;
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character.NormalAttack.UnsetMagicType(this, GamingQueue);
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if (character.Effects.Where(e => e is 蚀魂震击特效).FirstOrDefault() is 蚀魂震击特效 e)
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{
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e.基础冷却时间 = 10;
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}
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}
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public override void OnTurnStart(Character character, List<Character> enemys, List<Character> teammates, List<Skill> skills, List<Item> items)
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{
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本回合已攻击的目标.Clear();
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本回合可附赠动作 = true;
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}
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public override void AfterCharacterNormalAttack(Character character, NormalAttack normalAttack, List<Character> targets)
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{
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本回合已攻击的目标.AddRange(targets);
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if (本回合可附赠动作 && GamingQueue != null && GamingQueue.CharacterDecisionPoints.TryGetValue(character, out DecisionPoints? dp) && dp != null)
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{
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本回合可附赠动作 = false;
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dp.AddTempActionQuota(CharacterActionType.NormalAttack, 额外攻击次数);
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WriteLine($"[ {character} ] 发动了{nameof(咒怨洪流)}!本回合可额外发动 {额外攻击次数} 次普通攻击!");
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}
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}
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public override void AlterSelectListBeforeSelection(Character character, ISkill skill, List<Character> enemys, List<Character> teammates)
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{
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if (skill is NormalAttack && !本回合可附赠动作)
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{
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enemys.RemoveAll(本回合已攻击的目标.Contains);
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}
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}
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public override double AlterActualDamageAfterCalculation(Character character, Character enemy, double damage, bool isNormalAttack, DamageType damageType, MagicType magicType, DamageResult damageResult, ref bool isEvaded, Dictionary<Effect, double> totalDamageBonus)
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{
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if (enemy == Skill.Character)
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{
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return -(damage * 实际比例);
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}
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return 0;
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}
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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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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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GamingQueue?.LastRound.AddApplyEffects(caster, EffectType.DefenseBoost);
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}
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}
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}
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