2024-11-08 23:42:15 +08:00

66 lines
2.7 KiB
C#

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Oshima.FunGame.OshimaModules.Effects.PassiveEffects;
namespace Oshima.FunGame.OshimaModules.Skills
{
public class : Skill
{
public override long Id => (long)SuperSkillID.;
public override string Name => "嗜血本能";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double EPCost => 100;
public override double CD => 42 - 1 * (Level - 1);
public override double HardnessTime { get; set; } = 12;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public (Character? character = null) : base(SkillType.SuperSkill, character)
{
Effects.Add(new (this));
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"{Duration} 时间内,攻击拥有标记的角色将根据标记层数获得 {吸血 * 100:0.##}% 吸血每层。";
public override bool Durative => true;
public override double Duration => 30;
public HashSet<Character> { get; } = [];
private double => 0.03 * Level;
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (character == Skill.Character && damageResult != DamageResult.Evaded && character.HP < character.MaxHP)
{
int = 0;
if (enemy.Effects.Where(e => e is ).FirstOrDefault() is e)
{
= e.MarkLevel;
}
else if (.Remove(enemy))
{
= 4;
}
double = * * damage;
character.HP += ;
WriteLine($"[ {character} ] 回复了 {实际吸血:0.##} 点生命值!");
}
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
RemainDuration = Duration;
if (!caster.Effects.Contains(this))
{
.Clear();
caster.Effects.Add(this);
OnEffectGained(caster);
}
}
}
}