mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-22 03:49:35 +08:00
66 lines
2.7 KiB
C#
66 lines
2.7 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 嗜血本能 : Skill
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{
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public override long Id => (long)SuperSkillID.嗜血本能;
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public override string Name => "嗜血本能";
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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 => 42 - 1 * (Level - 1);
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public override double HardnessTime { get; set; } = 12;
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public override bool CanSelectSelf => true;
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public override bool CanSelectEnemy => false;
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public 嗜血本能(Character? character = null) : base(SkillType.SuperSkill, character)
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{
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Effects.Add(new 嗜血本能特效(this));
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}
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}
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public class 嗜血本能特效(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 => $"{Duration} 时间内,攻击拥有标记的角色将根据标记层数获得 {吸血 * 100:0.##}% 吸血每层。";
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public override bool Durative => true;
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public override double Duration => 30;
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public HashSet<Character> 角色有第四层 { get; } = [];
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private double 吸血 => 0.03 * Level;
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public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
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{
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if (character == Skill.Character && damageResult != DamageResult.Evaded && character.HP < character.MaxHP)
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{
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int 层数 = 0;
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if (enemy.Effects.Where(e => e is 累积之压标记).FirstOrDefault() is 累积之压标记 e)
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{
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层数 = e.MarkLevel;
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}
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else if (角色有第四层.Remove(enemy))
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{
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层数 = 4;
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}
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double 实际吸血 = 吸血 * 层数 * damage;
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character.HP += 实际吸血;
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WriteLine($"[ {character} ] 回复了 {实际吸血:0.##} 点生命值!");
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}
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}
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public override void OnSkillCasted(Character caster, List<Character> targets, 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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角色有第四层.Clear();
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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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