86 lines
3.6 KiB
C#

using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Oshima.FunGame.OshimaModules.Skills
{
public class : Skill
{
public override long Id => (long)SkillID.;
public override string Name => "疾风步";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double EPCost => 60;
public override double CD => 35;
public override double HardnessTime { get; set; } = 5;
public (Character? character = null) : base(SkillType.Skill, 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 => $"进入不可选中状态,获得 100 行动速度,提高 8% 暴击率,持续 {Duration} 时间。破隐一击:在持续时间内,首次造成伤害会附加 {系数 * 100:0.##}% 敏捷 [ {伤害加成} ] 的强化伤害,并解除不可选中状态。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 12 + (1 * (Level - 1));
private double => Calculation.Round4Digits(0.5 + 0.5 * (Skill.Level - 1));
private double => Calculation.Round2Digits( * Skill.Character?.AGI ?? 0);
private bool { get; set; } = true;
private bool { get; set; } = false;
public override void OnEffectGained(Character character)
{
Skill.IsInEffect = true;
character.CharacterEffectTypes.Add(this, [EffectType.Unselectable]);
character.UpdateCharacterState();
character.ExSPD += 100;
character.ExCritRate += 0.08;
}
public override void OnEffectLost(Character character)
{
Skill.IsInEffect = false;
if (!)
{
// 在没有打出破隐一击的情况下,恢复角色状态
character.CharacterEffectTypes.Remove(this);
character.UpdateCharacterState();
}
character.ExSPD -= 100;
character.ExCritRate -= 0.08;
}
public override bool AlterActualDamageAfterCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (character == Skill.Character && )
{
= false;
= true;
character.CharacterEffectTypes.Remove(this);
character.UpdateCharacterState();
double d = ;
damage = Calculation.Round2Digits(damage + d);
WriteLine($"[ {character} ] 触发了疾风步破隐一击,获得了 [ {d} ] 点伤害加成!");
}
return false;
}
public override void OnSkillCasted(Character caster, List<Character> enemys, List<Character> teammates, Dictionary<string, object> others)
{
if (!caster.Effects.Contains(this))
{
= true;
= false;
RemainDuration = Duration;
caster.Effects.Add(this);
OnEffectGained(caster);
}
}
}
}