41 lines
1.6 KiB
C#

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public class IgnoreEvade : Effect
{
public override long Id => (long)EffectID.IgnoreEvade;
public override string Name => "无视闪避";
public override string Description => $"普通攻击有 {概率 * 100:0.##}% 概率无视闪避。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public double Value => ;
private readonly double = 0;
public override bool BeforeEvadeCheck(Character actor, Character enemy, ref double throwingBonus)
{
if (actor == Skill.Character)
{
if (GamingQueue != null) WriteLine($"[ {actor} ] 的普通攻击无视了 [ {enemy} ] 的闪避!");
return false;
}
return true;
}
public IgnoreEvade(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("p", StringComparison.CurrentCultureIgnoreCase)) ?? "";
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double p) && p >= 0 && p <= 1)
{
= p;
}
}
}
}
}